TragicSolitude
TragicSolitude
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I do not want the Tomes removed. I want the Compendium to stick around forever.
It's unique. It's fun. And I always always have something from it selected to amuse myself. Like as killer, if I have no other Tome challenge to do, I have the purple glyph selected so I can randomly come across it during matches. I do the same as survivor. It's just a little thing, but it's fun and it means a lot to me. I would actually be devastated if that were taken away.
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I liked earning Rift Fragments from XP. I made sure to play XP and Fragment Frenzy events near the beginning of new Rifts.
This sucks if true. No new Tomes, the generic new challenge system, no Rift Fragments just from playing… I look at the game and feel bored. This is really… not interesting. If I wanted to play a generic mobile game I'd already be doing that.
I don't feel motivated to play at all. I just kind of want to say screw it to the Rift and call it here. They make changes no one asked for or wants, like this and the rarity color changes and all the changes they've made to the UI, and if that's what BHVR is going to put their effort into instead of making DbD better, I kind of want to dip out now and stop wasting my time on the game. It's not any one thing, it just all adds up.
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@WeaverReaver42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914637#Comment_3914637
This is further elaborating on a point already made clear: players like you, whether justifying OR engaging in this behavior, are the cause for the game's decline. Giving a person 'more' only helps if they will actually take advantage of it. Otherwise, it's just giving a man a fish but not teaching him to feed himself. Survivors giving up was ALWAYS a problem, just like how they used to go out of their way to make playing the game unpleasant for KILLERS earlier in the game's history.
At some point you are going to have to understand that KILLERS CAN'T STOP YOU from sabotaging your team. If they leave you on the floor to get picked up? It's slugging. If you have to down a survivor because they won't get out of your way as soon as they get unhooked AND don't run away after they lose the endurance? Then you're "tunneling", even if you didn't WANT to target them. Anything a killer COULD do to at least buy other survivors time is already demonized for one reason or another despite the fact survivors are often CHOOSING to get themselves killed and lose the game.
Remember how you said "the only thing they gave solo queue was those icons"? That was what the community ASKED FOR, claiming it was discord players not needing information perks that made solo queue terrible. Yet every time I look at the icons, all I see is people REFUSING to repair a single generator. I am SEEING as a survivor that other survivors are the problem, and blaming it on killers is just so you all don't have to admit survivors are the MOST toxic side of dbd. It's to the extent they can't even get along WITH EACH OTHER when that is the entire POINT of the game. I was a killer main then the same reason I gave up on being one now- survivors are so apathetic to the fun of others, that it's going to ruin people's perception of the game overall.
Consider: why shouldn't a killer slug or tunnel if the game is going to be a foregone conclusion? When EVERY MATCH has someone intentionally let themselves die early, dooming the team to a loss, why pretend like the game isn't already over? Why pretend like it isn't going to happen again when it's happened every game you've played for the last year?
Why should I care about your fun, when your own team mate is the reason you won't have any- and you'll blame me for it anyway?
It used to just be "bully squads". Now? Now everyone ELSE is also having to deal with others making the game horrible to play. It's not a new problem, you're just unable to ignore it now.
Me and a few other people on the forums have been saying for years that survivors are their own worst enemy. It's not the killers, it's our teammates. It's such a hard thing to get a lot of people to see. They see the killer using some unfun tactic but not the reason why that's occurring. I'm usually observant enough to see what's going on and yeah, the survivor's cause a large number of their own problems. And unless the killer is super nice it becomes my problem, too. I'll help teammates who are even halfway decent but I'm not taking on the extra burden of teammates who are awful and sandbag everyone just so I can die while they get all the rewards of escaping. We'll die as a team.
SBMM and its horrible execution made playing survivor a damn nightmare. I had better matches when it was the emblem system determining rank, because I could kind of influence where I was in the ranking and generally get teammates I worked well with.
Every time I get frustrated and quit playing early for the evening, it's because of other survivors. And when I take breaks from the game (like right now), I miss interacting with killers a bit but I'm so damn happy to not deal with other survivors for a while.
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@danielmaster87 said:
I got myself a free self-unhook from it just the other day. If the killer is standing near, it should be going up. So all your teammates have to do is stay far enough away to not effect. That's all they need to do, either stay away or be prepared to hook trade. The teams who complain about this mechanic not doing anything are the ones who get off all their gens, get just close enough to the hook to slow or stop the anti-camp, and then don't go for the save, or hook trade only after their teammate has hit second stage.
The mechanic isn't even necessary anyway, just another survivor handholding mechanic, except in the case of Hillbilly, Leatherface, and Myers, and even then it deactivates at the end. It doesn't even solve the problem it supposedly prevents, just punishes killers who happen to activate the free unhook by accident, like Trapper setting traps near hook.
I got myself a free self-unhook from it just the other day.
Yeah, I've gotten to self-unhook plenty of times since the AFC was added. The only time it gets messed up is when teammates come crouching nearby, watching the killer watch me instead of staying on their damn gens. Or if my teammates are nowhere to be found, I've had some nice killers do it on purpose so I can get myself off the hook. (And I've done it as killer, too, especially if there are multiple BP offerings in play.)
So, "Hot take, anti camp is the most useless thing added"? No. Definitely not.
I recently had a match against a Ghostface who purposefully facecamped each survivor so they'd unhook themselves, and then he'd chase them down and do it again until they died and then he'd move on to the next one. When it got down to me and my friend, he seemed impatient/annoyed with me because I wasn't unhooking myself when I obviously should be able to… and then I did, and immediately after I unhooked myself the final gen popped, and long story short Ghostface only got 2 kills.
On a related note, the AFC meter fills up pretty damn fast if the killer is facecamping. If he's staying there at the hook, there's no reason to unhook yourself the moment the bar fills, choose the best moment to do so. Almost every time I see it, the person unhooks themself the moment the bar fills, with plenty of time left before the next hook state. Or if it's near the end of the match, teammates will mess it up by finishing the final gen instead of pausing and waiting for the person being facecamped to unhook themselves. Once the final gen pops, the AFC meter goes away. Are survivors oblivious? Do they just not care? Or is it that we need a required in-game tutorial that teaches survivors this stuff so they stop killing their teammates? The AFC meter is one of those things that can be rendered completely useless if even one of the four survivors doesn't understand how it works.
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The RE universe is huge. There are a lot of games, a lot of characters and locations and enemies. There's multiple DbD chapters' worth of content. But...
The first RE chapter release saw a huge, huge spike in the number of people playing this game. Possibly the largest spike the game's ever seen (I can't remember).
The second RE chapter release didn't even come close to that.
I don't think the amount of content in RE comes into play, here. I think we got a second RE chapter only because the first one did unprecedentedly well. It's unlikely the performance of the second chapter justifies a third.
There's tons of incentive for more skins, though. The right Jill, Ada, and Rebecca skins would probably print money.
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I'm going to start this off by saying I don't personally feel a need for this mechanic. However, if the EGC has started and the killer wants to abandon, I don't see a problem with that as long as a bot killer takes over. There are Tome challenges tied to the EGC, the survivors did nothing wrong, they should have the opportunity to complete any challenges and/or to get a nice screen cap if they earn a PlayStation trophy for escaping the match. (I like the trophy screen caps to show me running out; it sucks when the capture is late and it shows the end screen instead.)
That's all. As long as there's a bot killer for an EGC abandon, who cares. That could actually be better for the survivors, since the killer player was probably going to stare at a wall, which would give them no chance at the EGC unhook they desperately need.
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@Twiggsy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921041#Comment_3921041
1k for hatch escape is pennies and not worth it just abandon.
My real concern is will this majorly alter kill rates? Do devs throw out abandoned matches? Do they keep it? If so then 4k kill rates will drop to 0% and kill rates for individual killers maybe the slug heavy killers will drop stats and so do we really want this to stay and give them more reasons to buff twins?
1k for hatch escape is pennies and not worth it just abandon.
It's 7k for escaping and another 2.5k for getting the hatch. 9.5k total. Unless it's changed, BHVR does keep messing with the BP rewards for survivors.
My real concern is will this majorly alter kill rates? Do devs throw out abandoned matches? Do they keep it? If so then 4k kill rates will drop to 0% and kill rates for individual killers maybe the slug heavy killers will drop stats and so do we really want this to stay and give them more reasons to buff twins?
BHVR said a survivor abandoning counts as a draw, so that implies it's neutral, having no effect on kill rates one way or another. Which makes no sense, because the killer won. I guess if survivors want to make sure they keep Twins kill rates high so the killer doesn't get buffed, they should sit through that mori rather than abandon.
Seriously, though, the abandon feature just seems horribly executed and BHVR's unclear responses are making it worse rather than better. We're all debating what the win/lose/draw conditions even mean and arguing the implications of what we think they mean, but we don't actually know so it's all pointless. There's a library's worth of confused complaints about this because BHVR implemented things incorrectly and is giving out info without clarity. They need to explain what the abandon feature means for Bloodpoint rewards, for MMR, and for their internal balancing data. That way we can tell BHVR with full confidence that they've done this wrong.
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921083#Comment_3921083
Has there ever been reports of Survivor doing this? Seems like the playerbase likes to pearl clutch over what if's than it happening. And I don't know why people think Killers are forced to Abandon at 10 minutes. If Survivors are getting away with this than it is all on Killer for conceding and allowing it.
I've personally never experienced survivors hiding hoping for the killer to abandon. But if someone else says they've experienced it, I wouldn't doubt it, because before the abandon feature was implemented I did experience survivors hiding from the killer hoping the killer would disconnect. I personally was too stubborn to disconnect, I'd wait them out or I'd finally find them behind a rock in a corner of the map.
Okay, I'm more confused than ever. What in the world does the WIN/LOSE/DRAW condition apply to? If it's not applicable to MMR, then what is it relevant to? Is it determining Bloodpoint rewards? Because that's the only other thing that matters. The text/icons on the end screens are decorative.
And hell, if the WIN/LOSE/DRAW condition only applies to the end screens, then I'm still confused because the survivor's end screens are binary, they either escape or die, there is no draw.
Has BHVR actually cleared this up or has every response been a vague "no, that's not what it means" thing where they don't clarify what it means?
Edit: Wait, are these conditions just for BHVR's own internal data that they use for balancing purposes? Data which doesn't matter to us at all and so shouldn't even be relayed to us in the first place because it could only cause confusion? Is that what's happened here?
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they no longer hide for hatch, they hide in hope killer will abandon after 10min
I'm speculating that the hiding for hatch issue will get worse not better and it won't be for hatch it will be for the abandon option instead.
As I've complained about so many times, this is the only game where for some reason players think that not participating is a legitimate playstyle. And despite BHVR claiming that's not true, they continue to reward players who do it.
Who thinks it's fun to sit in a queue, sit in a lobby, wait for a match to load, and then crouch around for 10+ minutes until a match ends and then do it all over again? Do they get the BP for escaping if the killer abandons? Are they going through all that boring nonsense for 7k? Or do they earn no BP for escaping if the killer abandons and are crouching around for 10+ minutes for 0 BP?
Before the abandon feature, I had a lot of matches as killer where the final 2 survivors did nothing but hide. I often found them hiding together. That always ticked me off, and I'll admit I was not nice when I'd find them doing that.
Just to clarify you said about hatch giving BP as a reason to go for it. I'm saying BP as a reason for going back to break a left over pallet before getting the Mori also applies. The kill is pretty much guaranteed, do I want to go back and get extra BP to go with what I have (I'm including the BP for the Mori in that) or do I want to just think "meh too little BP for the time and hassle".
Ah, I think that's a matter of hassle vs value. Like if I know there are a bunch of blood cans on the ground, those are profitable to kick over, I'm absolutely going to go kick them and get thousands of BP for it. Everyone's determination of hassle vs value is different, though. Breaking a pallet or kicking a gen is a strange example to me: doing those is 100 BP, that should be a waste of time to anyone, even if there's a 5x multiplier. And keeping it in perspective, the hatch is no little thing. When it comes to BP, escaping through the hatch is worth a lot more for the survivor than the mori + "no one escaped" bonus is for the killer. I think it's 7k for the escape and another 2.5k for it being the hatch. A mori is what, 1k? And I think the "no one escaped" bonus is 2.5k.
Edit: What the hell, where did my quote go? This was a direct response to @Prometheus1092 and their response to me.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911332#Comment_3911332
^ this. Nemesis would work pretty well without Zombies actually. I see them as a little bit extra, but most of the time when I play Nemesis (and I used to play him a lot when he came out), I only care about them as a small boost to Infection Rate. Most of the time I dont care about them and they are also added because it is a RE-Chapter anyway.
But for some reason people want the Zombies to be way stronger, possibly because it is the part of Nemesis which requires no input from the Killer…
But for some reason people want the Zombies to be way stronger, possibly because it is the part of Nemesis which requires no input from the Killer…
Yeah, they don't need to be stronger, they just need to not bug out. I'd love if they'd stop getting stuck on hills and tile seams. Stop wandering around in corners. Stop staring at survivors working on gens like it's too fascinating a performance to interrupt.
When they're functional they're great. But they're so rarely functional in my matches it feels they're more decorative than a part of Nemesis's kit.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921041#Comment_3921041
you might be right that abandon doesn't give hatch BP but based on the evidence so far, people don't care enough about a small amount of BP for a hatch. Can't compare blood moon event that gave 500% bonus total BP to like 1k or 1.5k BP (I'm not sure the exact amount) for hatch. BP is always nice but I'm not going to go out my way to smash a pallet across the other side of the map for a pittance of BP it gives when I can just Mori last survivor and be done with the match. I think it would be more accurate to say there is not enough of a reason to get hatch rather than there is or isn't a reason to get hatch. Since abandon has been an option I haven't seen hatch spawn at all, people would rather take the free abandon just based on what I have seen in my matches so far and what others have said here.
I dunno, I haven't played killer much. I didn't personally witness this issue when I was playing survivor, I never saw the final survivor abandon instead of look for the hatch (I often spectate simply out of curiosity). And when I'm the last survivor, I look for the hatch. But if I got downed looking for it (read the rest of my post before judging), I did abandon. Back when I was still playing (I'm taking a break now that the event's over) and before we knew about the MMR stuff, if my friend or I got downed, we abandoned. Not maliciously or anything, and obviously not because of the MMR (we didn't know about it), but because we discovered abandoning loads the end screen instantly. We've had issues with the game stalling out and giving a "server not responding" error between a match ending organically and the end screen loading (both on PS4 and Switch). The end screen doesn't stall when loading after abandoning, and so far we haven't gotten the "server not responding" error when we do it; it's worth abandoning if it avoids losing everything we earned during the length of the match.
If BHVR would look into that issue when I report it instead of answering my ticket with a "Sorry that happened to you?", I wouldn't mind watching the mori, but I've lost hundreds of thousands of BP (and I mean just in a single match) to that error and, while I don't mind watching the mori, I have seen each of them a hundred times at least by now.
I'm not going to go out my way to smash a pallet across the other side of the map for a pittance of BP it gives when I can just Mori last survivor and be done with the match
I don't understand this statement, it seems like the opposite of what I was saying. Killing a survivor is both a win condition and it rewards way more BP than breaking a pallet, especially if you include the 2.5k Deviousness bonus for killing all 4 survivors
based on the evidence so far, people don't care enough about a small amount of BP for a hatch
I've had so many matches where at least one teammate did nothing but hide and played for the hatch from the start of the trial that it's one of the things I've complained most about on these forums, probably just behind console issues. The hatch has, from my experience, been what a lot of my teammates care about most, hiding, sandbagging, and hiding some more to ensure they get it, even if there are four people left and we managed to get it down to one gen without their help.
My god, if I return to the game and my teammates are suddenly not prioritizing the hatch above all else, I will be so happy I'll freaking kiss the TV in my elation.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921033#Comment_3921033
Well sorry "op" part isn't for your reply, but rather about title of this post, "will nemesis be OP with dash", which is no
Sorry, that's fine, but with the way the post was laid out it seem included specifically in your response to me. I apologize for the misunderstanding.
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@Twiggsy said:
Apparently you can never lose as the last survivor now since it counts as a draw so I'll just admit I'll just abandon everytime now and other survivors will definitely do it too.
We already do that to skip the the Mori, now we got even more reason and incentive since we can just wipe our loss besides keeping everything, abandoning is now a guaranteed hatch escape now no reason to look for that.
I think they need to really reconsider these changes and properly display when you draw or lose when you abandon.
abandoning is now a guaranteed hatch escape now no reason to look for that
Unless abandoning gives the survivor player the Bloodpoints they would've gotten for a hatch escape, that's just wrong.
I'm not saying the MMR thing isn't an issue, just that your statement "no reason to look for [the hatch]" is incorrect unless it's rewarding the escape BP. And you can't convince me players don't care about BP after we just had a BP event with everyone going on and on about needing more BP, the event should continue on longer, we should always be getting this much BP, etc. etc.
Edit: I have a question: since the last survivor abandoning counts as a draw… what does that mean for the killer? I mean, does the killer get the score event "No one escaped" and the BP that goes with it? They do get the BP, right? It's just the MMR that's all screwed up here, with the survivor not going down despite dying and the killer not going as high as they should despite getting a 4k?
God, I love how unclear everything BHVR does is. You can't even go by what they put in their game, since survivors drop dead when the killer abandons but apparently it's a loss for the killer and not the survivors. It's the opposite of how BHVR programmed it to appear. Brilliant.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920992#Comment_3920992
Oh yeah, I dont think it will solve the problem, but it will definitely improve things. It will serve as a reminder. Even in my most selfish moods I would look and see if they are close to unhooking themselves, because that would buy me more time to open the gate.
And yeah, even I will sometimes forget, I once had Bond to show my teammates and for some reason still ran to the gen they were on with the killer on my ass. I just actively ignored what was on my screen entirely while my last braincell was trying to keep pathfinding away from the killer. It happens, sometimes maliciously, sometimes forgetfully, but its about improvement.
As for the state of DBD, if it wasnt for Kaneki, I would disagree with you. Its generally been better. I am literally mainly quitting because of Kaneki and the bs state he is in. But once he gets the changes he needs to be fun to face (like, removing the mark when mending even if its the last one, adding a 2 second fatique, removing the full on 2 second stun on survivors or increasing kaneki's stun with 2 seconds), then I would 100% be back as its been in a really healthy state lately.As for the state of DBD, if it wasnt for Kaneki, I would disagree with you. Its generally been better.
I went against Kaneki almost exclusively for the first few days after his release, and after that I saw him much less until by the end of the event I hardly saw him at all.
Killers don't really bother me. No killer can frustrate me the way my teammates can. And believe me, some killers go out of their way to try; like everyone else who plays DbD, I've had matches where I was for some unknown reason singled out and slugged maliciously and what have you. And I laugh: it's such a waste of the killer's time because they will never, never get to me the way my teammates do. Every time I quit early for the day, it's because of my solo queue teammates. (I play solo or duo; playing as a duo lessens the pain, but it doesn't negate it entirely and my friend and I often quit early because we get too many awful teammates.)
So, yeah, my problem isn't balance or killers. It's DbD's SBMM and the teammates it puts me with. Console issues don't help, but it's mainly the teammates.
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@ChurchofPig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920995#Comment_3920995
I mean… you could argue Kaneki is a dash killer with a long range ability? Sort of? I know it's not an actual dash but it's a fast moving ability that he can use to target survivors from far away.
He can't down with it at all. (Well, except at vaults? Vaults sometimes get unique treatment to stop potential abuse or something, I think.) People have done nothing but complain since he came out (which is something I did touch on in my response). And his dash can be very precise on PC, but on console the auto-aim is basically a requirement to land a hit on a survivor and there's no chance at the kind of precision a player can get with a mouse. Trying to play Kaneki felt messy, I didn't enjoy how it felt so random as to whether or not I'd grab on to a piece of the environment that the icon said I could grab on to. And how these things play out on console is very important to me. I don't trust anything BHVR added to Nemesis would work well on console. Every time they talk about updating killers, I fear this is the patch where they'll take away his strafe and leave me having to find a new killer to play as.
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920995#Comment_3920995
Newer killers tend to have pretty much all of it, anti-loop, projectile, and mobility
So no, giving nemesis dash won't be OP, probably somewhere around mid A tier
Well, I never said it'd be OP. I said BHVR would tinker with it to no end and it'd suck on console… which I specified is where I am, so I'm biased against the killer I main having a dash ability added.
In some ways, mobility on him would be nice. But it very likely would be hard to control on console. Instead of mobility, his zombies are his map pressure; they don't get messed up by console issues, so I'd personally prefer BHVR fix the zombies.
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Except for during BP events, I love going against Tombstone Myers. If I like them, I get killed in a fun manner (I've tricked some into Tombstoning me when they swing at an object and I run into their swing). If I don't like them, I frustrate the hell out of them with not letting go of gens and/or Plot Twisting. It's a really entertaining change-up from the normal gameplay loop.
If survivors don't ignorantly feed him EW, then you can get through a lot of gens before a double-iri Myers powers up. Tombstone Piece is a different matter, I've seen it get powered up way too quickly and that feels especially crappy when some watch-me-teabag teammate powers Myers up and then he goes and kills some other poor unsuspecting survivor who had no idea the Meg was butt dancing in the killer's face all this time.
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@ReckRex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920993#Comment_3920993
It's better to fix innumerable zombie bugs then see if they need buffs later on.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920995#Comment_3920995
Usually these killers have a longer range ability that can injure the survivor. Trickster on the other hand though…
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920997#Comment_3920997
I wouldn't really want it to injure but more like where he screams "STARS!!!" and runs very fast. So a map traversal and maybe smashing through pallets and breakable walls? It'd be funny if he could run through pallets and breakable walls.
Usually these killers have a longer range ability that can injure the survivor.
Doc's long-range attack never injures, and survivors can get out of Madness an infinite number of times. Plague's normal long-range attack doesn't outright injure and can't down them, and survivors can get out of Sickness an infinite number of times (or stay broken and deny her the ability to down with her long-range attack). Pyramid Head's long-range attack injures but shows where it's going to land and doesn't apply his special status effect. Unknown's long-range attack has to not hit the survivor to cause damage. Xeno's long-range attack has a bit of set-up and can be prevented with turrets.
Nemesis's long-range attack applies a special status effect, and if the survivor is already contaminated then they get injured, and if they're contaminated and injured the survivor gets downed. There are enough syringes for each survivor to reset themselves once and after that they stay contaminated.
He's about in line with a lot of the other long-range attack killers who have multiple parts to their kit (Huntress, Trickster, and Deathslinger don't have secondary abilities like cages, traveling, or zombies). I main Nemesis because I like his zombies and I love that his long-range attack can be adjusted by strafing (god, that's so necessary on console).
I wish his zombies had better AI and didn't get stuck on tile seams. I've seen them stare at survivors working on gens like they were watching an addictively boring TV show. From my perspective, the zombies have always been great when they function, but they're so often broken that seeing them function is a legitimate reason to break out some champagne. No other killer's secondary power is frustrating in that manner being completely out of the player's control. Killers with long-range attacks don't have dash abilities, so it's never been something I felt Nemesis was missing.
The more pieces to a killer's kit, the more BHVR can't stop messing with them because they're a balancing and not-fun-to-play-as-or-against nightmare. Look at Freddy and Skull Merchant. Even Chucky, who is mainly a stealth and dash killer, had enough tricks in his kit for BHVR to tinker with that he got turned into a clunky mess. The problem with a dash ability (especially on a killer with other tricks in their kit) is that survivors won't like it, and if survivors don't like it, BHVR's going to make it clunky and unfun for the killer player to use but still balance the killer around needing to use it. Dash abilities in DbD are notoriously difficult to steer on console (low fps, frame drops, and after this many years we still don't have dead zone and response curve settings for controller), so personally I really don't want them to balance the killer I currently main around an ability I may struggle to use. I'd much prefer they fix the zombies, which are thankfully not hindered by console issues but are unfortunately hindered by BHVR's coding issues.
Sorry, that was a very long reply to a very short response. Um… tldr I want BHVR to fix Nemesis's zombies.
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His tentacle whip counts as a long-range ability (I think), plus he's got the two zombies.
Is there any killer with a long range ability who has a dash attack? I think it's usually/always one or the other.
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@Defnotmeghead said:
It's so frustrating to have it at 95% and have a teammate pop a gen when they could have waited 3 seconds. It's one of the gaps between soloq and swf that should be fixed.
In a recent solo match, I was working on the last gen with someone and we could see with the hooked survivor's Kindred that they were being camped. When the gen got near the end, I got off and shook my head no at the other survivor and tried to get him to stop working, but he wouldn't. He popped the gen and, despite everyone's efforts afterwards, the one on the hook ended up dying.
I doubt he would've stopped even if the anti-camp meter was in the HUD. Even if he cared, you'd be amazed how few people use the HUD. I'm broken, but my teammate will spend the entire time teabagging behind me being pissy I'm "not letting them" heal me. Someone will bleed out and the killer will keep trying to pick them up. The HUD might as well not even exist for 80% of the playerbase.
My friend and I, when we play duo, we don't need to see the meter: if someone's being camped, we stop and wait with the gen at 99% until the one on the hook is able to unhook themselves. Because we pay attention to our teammates and we care. Our teammates? They either don't pay attention or they don't care. It's frustrating.
(I'm not saying I don't want the anti-camp meter in the HUD. I do. It'd make things a lot easier, take out some of the guesswork, especially if I don't have eyes on the hooked survivor. I just wanted to rant about how much my matches suck. I hope the next event isn't for a few months… or years… it feels nice leaving DbD to rot and playing anything else right now.)
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Bear with me here, I'd like to answer your questions but my head hurts a bit. So, I'll tell you my experience and hopefully that'll give you the answers you're looking for.
My household has two people who play DbD. Let's say person 1 who plays is Myers and person 2 who plays is Jason.
Myers always plays on PlayStation 4. Jason always plays on Nintendo Switch.
The PlayStation 4 has multiple PS profiles on it. The main profile belongs to Myers. A secondary profile belongs to Jason. When cross-progression came out, Jason used it to unite his Switch profile with the secondary profile of his on the PS4. In order to keep all the cosmetic and perk loadouts he uses on the Switch, the Switch was the first system he logged into after setting up cross-progression. (Whichever platform DbD is launched from first, that one has its settings prioritized and copied over to the other platform).
Myers' DbD profile on the PS4 is unaffected by all of this. It's totally separate.
As for the DLC, all the chapters Jason purchased through the Nintendo Store on the Switch are tied to the Switch. They're not accessible on the PlayStation. Anything purchased with Auric Cells within the game (Rift content, cosmetics, characters) is transferred over and accessible on the PlayStation.
Bonus time: You didn't ask about this and it sounds like it won't apply to you (because your girlfriend with the Switch will have the main PlayStation account, but maybe it will help someone else with similar questions), but for Myers and Jason this was very handy. Because Myers has the main PlayStation account, all the chapters Myers purchased through the PlayStation store are available to Jason when he plays on his secondary account on that PlayStation. This doesn't make up for all the DLC Jason doesn't have access to because he bought it through Nintendo, but it fills in a nice gap.
WARNING: Always make sure you are linking the correct accounts. Triple check. I mean it. There is no undo. When you link a platform profile to your BHVR account, it is permanent, you can never link that platform profile to a different BHVR account, and that BHVR account can only have that profile for that platform linked to it. BHVR will not help you if you make a mistake here. (Linking your platform profile to your BHVR account is the first thing you do. Activating cross-progression is a second separate step done within your BHVR account.)
Feel free to ask if you need me to clarify anything. You mentioned reading the dev blogpost, but I don't know if that includes BHVR's FAQ/walkthrough for setting up cross-progression.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920222#Comment_3920222
I had a teammate do this exact thing once. Plot twisted as soon as the match started and refused to participate. I understand if someone gets frustrated on rare occasions, but he was trolling everyone. It was also a David I think. Was this not so long ago on Greenville Square?
As killer, I do what the OP mentioned in a lot of cases. The only way I'll try to let someone go next is if the match turned friendly somehow and we're all just farming. If someone wants to just go for their next match then, no problem. Their teammates are getting out, and we're all enjoying :D
I also give second chances sometimes if the match seems really oppressive for a particular survivor. Sometimes I'll carry someone to the hook and just drop them there so they can get picked up :)
It actually was on Greenville Square. o_0
It feels like it was a while ago, though. And I can't remember if David did it from the start of the match or not. I definitely got him up on his feet once, and he put himself back on the ground. It was especially weird since I was friendly and gens were being done; I don't remember how many gens were done when he bled out, but I think it was mid-match nearing the end of the match. I stood around watching the other survivors work on a gen and occasionally pause to attempt to pick him up, which he wouldn't allow.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920049#Comment_3920049
Receiving the game for free just to have it pulled from you and can't get it back unless you pay, is extortion. Could also be viewed as false pretenses or fraud.
The game was advertised as free, not a free trial.
Yeah, and if Epic let BHVR do this, then I think it would open a Pandora's box of other companies wanting to do it for their games as well. Epic gives away free games to try to bring in more customers, but the possibility of being forced to pay after the fact would certainly chase potential customers away.
I would personally never buy anything on Epic because they don't sell gift cards. I've never given Steam or any of the consoles I play on my credit card info; I always go to a local store and buy a gift card to use. I can't be the only person who feels that way and so would never purchase DbD through Epic.
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It's just slugging. 🤷
One time when I was a friendly killer, I had a David with No Mither and Plot Twist who put himself on the ground… I picked him up once, and he put himself back on the ground. He wouldn't let anyone else pick him up, and I left him because if that's what he wanted to do then it was a waste of my time to try to stop him. He bled himself out.
Do the survivors you slug go AFK so they're not there to stop their teammates from picking them up? 'Cause if they're still around, you'd think they'd stop their teammates from picking them up.
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Yeah, I don't like them getting rid of the Tome. They could have just made it so future Tomes work a little differently: select a Tome chapter instead of individual nodes, and multiple challenges can be completed in a single match. Personally, I like that idea a lot better than what they're going forward with. But that or some variation of that would be fine. And maybe have special challenges that can be selected apart from chapters, like glyphs, so we can still have glyphs but they're not loading in every match unnecessarily.
And I really really don't like the phrasing "stick around for a while." Even if they said it'll stick around forever, it's not like BHVR has never changed their mind about something. "For a while" implies they're already planning to remove it in the future.
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@SoGo said:
Honestly, I would be able to live with Haste and Hindered not stacking. Them caving in here but not with the rarity colors (that literally no one wanted) is odd.
They're not backtracking on the rarity colors? That sucks. That really sucks. Maybe if they made a halfway decent tutorial it wouldn't be so bad, but players are practically required to watch YouTube tutorials to figure the game out; all of those are going to be confusing and messed up if the color changes go through. Not to mention the issues for color blind players.
With haste and hindered not stacking, why doesn't BHVR just give it a cap? They can stack but not beyond a certain point. Why is it all or nothing here?
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My friend and I have gotten into the habit of abandoning when the option pops up because the end screen loads immediately instead of stalling, and so far the game never gives us the "server not responding, disconnected" error (which, even though the match is over, takes away all of our progress: BP, XP, Tome/Ritual progress) if we abandon instead of wait through the animation.
(I wish I could abandon the moment I get through the exit gate, too, because sometimes I've gotten the "server not responding" error when it's loading the end screen after an escape. I don't need to watch my escape animation, thanks, I'd rather have all my Bloodpoints and progress.)
Why is the abandon feature so much smoother than finishing the match? Any answers to that, BHVR?
Anyway, the problem isn't the abandon feature, it's BHVR's backwards handling of it. When the killer abandons because the survivors haven't done anything for 10 minutes (I've had this happen, I wasn't holding a 3-gen, in each case they just weren't doing anything), it should be a draw, the survivors die and get no escape points but the killer doesn't get a "no one escaped" bonus, either. And when the survivor abandons because the killer has won, the killer has won, it's a win for the killer and a loss for the survivor, give the Bloodpoints and MMR adjustments accordingly.
BHVR makes no sense with how they chose to handle this.
Edit: Did someone at BHVR downvote this because I asked why they can't code their game so it doesn't stall out and take away my Bloodpoints after a match is over? I'm going to go a step further and ask why it seems to do this when there are multiple BP offerings in play. Is the game unable to handle the extra math and so it kicks me instead?
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917231#Comment_3917231
So the survivor gaming experience is tied to someone either a) not liking the blinding effect or b) someone else's choice buying a switch, a console released over 8 years ago which was already one whole console generation behind the current consoles released in 2013, to play a game that already has performance issues on a 3090 gpu on PC?
I don't take "performance issues" as a relevant excuse for keeping lightborn as is. If the console can't handle the game, it probably shouldn't have been ported to that console in my opinion.
If the console can't handle the game, it probably shouldn't have been ported to that console in my opinion.
Absolutely. BHVR should not have ported the game to Switch. A lot of us would love to get our money back. The game cost at least as much as it did on other platforms but doesn't function half as well.
someone else's choice buying a switch
It's not just Switch. It's a console problem. Even with the newest consoles: I've been told the input lag that exists on the PS4 is still there on the PS5 (I think it has to do with the way PSN handles the input rather than the hardware). I focus on Switch because the issues are egregiously bad there. While the issues aren't as bad on PS4, they still affect gameplay enough that I always equip Lightborn on PS4.
BHVR likes to use band-aids to solve gameplay problems. It's no surprise console players feel forced to use perk band-aids to deal with optimization issues. I see a lot of console killers run Iron Grasp because the wiggle (even without Boil Over) can be really bad. The vast majority of Switch killers I face run Unrelenting. And if I see a killer running Lightborn, it's almost always a console killer.
the survivor gaming experience is tied to
The survivor gaming experience is tied to everything a killer does and brings. And everything their teammates do and bring. Lightborn and the Switch aren't special in that regard. If the only thing that matters to the survivor player is blinds, if that's what they base their entire DbD experience on… I hope they make that evident in their player name, because I don't want them as a teammate.
In terms of my personal survivor experience, I'd rather go against a killer who runs Lightborn and plays the match than a killer who either 1. AFKs and leaves us to play a boring gen repair sim, or 2. slugs us all. I appreciate a killer who'd rather waste a perk slot and play chill than slug everyone. Also, if a killer is running Lightborn, my teammates are less likely to follow me around during a chase and might actually do gens, so I kinda wish more killers would run it. I only just had a match where two teammates brought flashlights and failed over and over and over again against a killer without Lightborn… I'm tired of dying to people who sandbag so they can attempt their flashlight saves. Please, killers, bring Lightborn and stare into their flashlights until the batteries run dead.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917123#Comment_3917123
Welcome to the thread! If you read what I've written, then you'd be able to answer this: if lightborn is okay, then why isn't distortion that is permanent okay? What if I find aura reading annoying? Killers can still hook without aura reads. You can argue until you're blue in the face about how aura read is "useless" but it's more for convenience and a little more.
If killers want "annoying" things to stop, then I'll defer to my previous comment about how some killers mains want to load in and auto-win a match. Everything an opposing human player can do to prevent you from winning can be seen as annoying. At a certain point, you have to tolerate mechanics you don't like instead of outright wanting a crutch to fully ignore them.
if lightborn is okay, then why isn't distortion that is permanent okay? What if I find aura reading annoying?
The killer seeing a survivor's aura doesn't turn the survivor's entire screen all funky, for one thing. The blind is very unpleasant on my eyes. Physically unpleasant. (And as survivor, I can't stand the troll teammates I get who blind me; accident or no, if you blind me, I'm not your teammate).
Being blinded brings a stop to the killer's interactions with a survivor. If the killer is on console, it's very likely they'll completely lose the survivor(s) (especially on Switch… thanks frame drops, low fps, and scratch marks that often forget to appear). It's so frustrating on Switch that I and Switch killers I've faced as survivor have just said "there's nothing fun about this" and gone AFK after being blinded. Without Lightborn equipped, even without being in animation lock, trying to avoid being blinded can be really difficult with the input lag, poor sensitivity, low fps, and server lag. M&K users can be very precise with their aim while analog sticks are clumsy (and probably very slow if you have low fps, because turning the sensitivity up makes the camera seem to swing wildly out of control, especially with no dead zone or response curve settings). Lightborn is a band-aid for console optimization issues that the devs either can't or won't fix.
Meanwhile, the killer seeing a survivor's aura may possibly lead to the survivor having to interact with the killer. As survivor, the console issues don't get in the way of hiding in a locker or using some mind game to keep the killer from finding me, so there's no perk I need to use as a band-aid.
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@Jay_Whyask said:
You don't get 25,000 points when you escape with the mirror anymore 😭
What? Wasn't that the main point of the white glyph, to escape and get the huge bonus?
I have the majority of white glyph challenges sitting uncompleted for a rainy day. This would really suck if it's intentional.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914595#Comment_3914595
I feel like its being willingly obtuse at this point.
There really is no mystery as to why people go next.
I still think the abandon feature was the best survivor change the game has added, especially for those who play in SWFs. Saves so much time.
I still think the abandon feature was the best survivor change the game has added, especially for those who play in SWFs. Saves so much time.
The end game screen loads so much faster, at least on console, if I use the abandon feature as survivor. It's great for that reason alone. I don't care so much about leaving the match quickly, but the load time for the end game screen can be very annoying and it'll sometimes even do a "server disconnect" error and lose all the points and progress from the match. So, yeah. Abandon ftw.
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I had a match where I was the only one trying to do gens and was also taking all the aggro, and after ten minutes the killer abandoned because no gens had been done. I dropped dead when they abandoned. I mean my character actually dropped dead on the screen. It was fast, but I did die.
So, survivors die if the killer abandons because no gens get done. I don't know if the game considers that a win for the killer, but the survivors definitely don't win for failing to advance their objective (edit: I mean, that seems definite given that the remaining survivors literally drop dead).
I've abandoned two matches as killer. Once was because the only survivor left was a bot. The other time, no gens had been done, I hadn't seen the final survivor all match, and after a couple minutes of searching I still didn't know where the hatch was. I really wish the game had shown me where the final survivor was when I abandoned, because if she was teabagging on the hatch and then dropped dead I would've laughed for days.
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@ShanoaLegendaryPlz said:
They need to fix blood generator rewards so its based on how much you put in it rather than if u finnished it. Or atleast make it a bonus for the whole team as the killer will always get more points even if all 4 escape because they are constantly getting event points for hitting and hooking and kicking, where survivors are lucky if they can finnish 1 of the blood gens before they all go off
Oh, I agree. I've been complaining for years about generator completion rewards in events because it always encourages sandbagging teammates to steal nearly completed gens.
During this Blood Moon event, after the community BP multiplier was extended to the normal mode as well as the Blood Moon event mode, I've barely touched the event. But I play a couple games here and there, just to see… and the result is always that I stop after a few rounds because blood gens reward nearly nothing for progress and the completion bonus is easily stolen. The Blood Moon event is not rewarding for survivors.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914060#Comment_3914060
In the case of the Switch, I think Nintendo should rightfully take some of the blame for using very underpowered hardware.
I mean, getting an Unreal Engine game to run at all on what is essentially an oversized smartphone with half of a GTX 750 is a feat in of itself. - Yes, the graphics chip in the Switch is Maxwell based. The graphics architecture that debuted in 2013.
I really don't think there are any more optimizations that could be done for the Switch port.Now, if the game is compatible with the upcoming Switch 2, I think that would really help performance a lot, since the new console has around 10 times the graphics capabilities of its predecessor.
Then BHVR should not have released it on the Switch. They should have known before release that the performance wasn't up to par, in which case releasing it and charging people money for it was only going to make players really pissed off.
BHVR's PS4 port and Xbox One port are also un-optimized messes, so the Switch release was really ill-conceived.
My other Nintendo Switch games are great. This is on BHVR for not knowing how to port games but doing it anyway, even on a console they must have known wasn't strong enough to run the game.
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That's not even getting into the console optimization… or lack thereof. The game's nearly literally unplayable on Switch.
Maybe they're incapable of fixing the frame drops/general fps or designing the game to not get so screwed over by input lag, but they've never even bothered to add more controller options like dead zone and response curve settings.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913685#Comment_3913685
Disagree. Because not getting hooked is completely out of control of the Survivor. If the Killer decides to go for a bad slug, the Survivor still went down.
@Topic:
But I completely agree, Iri Unbroken is really stupid to achieve. It can still happen, but this means that there was some Matchmaking Issue for the most time. IMO Iri Unbroken should be an escape, since this is the goal after all. And then the rest depending on how long someone was alive.
IMO Iri Unbroken should be an escape, since this is the goal after all. And then the rest depending on how long someone was alive.
I'm fine with that, too, that's even better.
Mostly I just want the game to stop punishing me for using my perk. It's very frustrating to not pip only because I used Plot Twist.
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Using Plot Twist also takes away Iri Unbroken, because you technically went into the dying state.
It would be better if Iri Unbroken went by not getting hooked.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912896#Comment_3912896
And the litterally exact same way the dev's could also decide that survivors being able to outrun the killer is fine.
It's a problem for you but if it's not a problem for the dev's you're kinda back into my situation.
You might thing that problem is objective but the same way I consider the importance of build diversity is a major point of dbd. That's a part of the game most of the community enjoy. Removing that will hurt the game because a lot of players will leave the game.
Being able to outrun the killer in extremely specific situations will most likely only affect competitive play which is a really really small part of the community.
See, what you think to be an objective problem is actually subjective to your perception of what the game should be.
And that's fine.I was trying to keep my explanation broad so it could be applied in other situations/discussions. That seems to be falling flat.
You are talking about two different areas of game design as if they are the same thing.
Something like the speed of the characters is a function, it's part of the game's mechanics. Mechanics are concrete elements. When mechanics break, the game breaks. A core part of the game's design is that killers are faster than survivors and will catch up to them in a chase. If killers can't catch survivors, there's no game.
You stated ""Haste perks can create a situation where the survivor is faster than the killer". And this change makes it a non problem." That's a statement of a mechanical problem.
Synergy and build diversity are concepts. They go towards fostering a feeling of player agency. Keeping players happy is important but it's very different from keeping a game functioning.
When saying that fixing a mechanical problem created three new problems, the implication is that it created three new mechanical problems. What you listed weren't mechanical problems. The "problem" is that the change the devs made impinges on your feeling of player agency.
You wrote it like it's a numbers game, like what the devs did is bad because it addressed one problem but created three new ones, but it's not a numbers game, the things you're comparing aren't directly comparable in that way. Also, build diversity and synergy are two sides of the same coin: synergy is what's used to craft builds, and being able to craft different builds is the definition of build diversity. Splitting those up artificially lengthens your list. That wouldn't matter so much if you hadn't emphasized the increased number of problems, but you very much did: "it creates SO MANY more problems."
To reinforce what I said previously, there is nothing wrong with you stating your opinion. It's the manner in which you stated it; it creates an inaccurate picture.
In case it somehow matters… Personally, I'm of the opinion that this change is less about devs fixing a current mechanical problem and more about them unshackling themselves: haste/hindered stacking is a balancing nightmare, and it limits what new perks and add-ons the devs can design in the future. (I include zero haste perks in my current builds. From my POV, the current haste perks and builds are uninteresting, but maybe with the devs free of their current limitations they'll be able to design something I find interesting in the future.) I am interested to know why the devs chose this method (getting rid of stacking) instead of introducing a hard cap: there's no way both ideas weren't tossed around, so there must be a reason why this was the decision they went with, especially when it's probably more work intensive to implement this change (which requires buffing each perk individually to compensate) over a global cap.
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Does the disconnect penalty apply in the PTB? I thought it didn't. The PTB is for testing, it exists in part to discover bugs, and banning people because they disconnect due to a bug would be counterproductive. If I'm right and that's the case, they could've left the match at any time, so if they chose to stay that would be on them.
If it were not the PTB, it would be different. But I'm pretty sure there's no disconnect penalty in the PTB.
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Are you playing the event? In the Blood Moon event mode, yeah, I earn next to nothing as survivor. In normal mode, I earn 6 digits pretty easily. Both modes have the community multiplier applied to them.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912906#Comment_3912906
I can't stand playing as Vecna. He's so incredibly weak vs decent survivors. Pretty much any killer that gives survivors free items to use against them is gonna feel that way, except maybe* Xenomorph.
His spell menu is clunky as hell on controller. BHVR could just bind each spell to one of the four directions on the directional pad, they line up perfectly, but instead his spell menu is optimized for a M&K. That alone is reason enough not to play him on console.
I'm sad I don't see him much, I love spamming the mimic chest and testing out my skills. (And I need the practice, especially on Switch. It's hard hitting those things with crazy input lag, especially at like 15fps.)
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Really, Demogorgon and Artist are less played than Vecna? I see Skull Merchant and Twins more than I see Vecna.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912875#Comment_3912875
Your post is perceived as harsh because not only is it rude but also you're straight up forbidding anyone to contribute to the forum.
If anything I said is just a desire then the same applies for survivors going faster than the killer.
If you're going "oh but that's just how you think the game should work" then you can write a letter to behavior and tell them you believe the feedback and suggestions forum can be deleted because you don't believe anyone should dare share a feedback and a suggestion and question the decisions behavior makes (which are known within the community to often be out of touch with what the community actually desires)
(and also, btw, what we desire is the number one priority. They can answer our desires or not at their discretion but it should remain the most important aspect. We're the players after all of course if a decision is bad we're happy to be allowed to voice it here? ifd you're not happy with anyone sharing their ideas why are you here?)I think it's necessary to talk about what we want to see in the game. It's just inaccurate to say fixing this one problem created multiple new problems when the things you listed aren't problems. The way they chose to fix the problem conflicts with a part of the game you enjoy. That would be the accurate statement. You feel DbD's design philosophy is hurt by the way they've chosen to handle haste/hindered.
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@Xord said:
This change is horrible and this is a worrying approach of balance, we need to tell the devs this is the wrong direction.
Yes, there was a problem: "Haste perks can create a situation where the survivor is faster than the killer". And this change makes it a non problem. But it creates SO MANY more problems.- First, this is infantilizing. I don't want the dev's to just forbid me to play some perks together. In essence this is what's happening.
- This ruins the very concept of build diversity. I should have a haste build if I want. That's a while genre of build just gone.
- It nerfs haste perks. All haste perks are now trash no matter how much they boost speed. IT'd have to be absurd amounts to have any kind of value. And from the changes we see, it's not. (how is Dark theory a 3%? It should be at least 8-10 to be any useful with those changes)
- It attacks the concept of synergy, which is worrying. If they stop at haste okay, but I'm very worried they won't. Then we won't be allowed more than 1 regression perk, more than 1 gen repair perk, more than one exhaustion perk, more than one aura reading perk…
And it's an overcomplicated solution when all you could've done is have a hard cap. Let me stack those perks. Just not beyond a certain point.
Oh and killers stacking Haste was not even a problem since you already get less benefit from more haste as killer.Yes, there was a problem: "Haste perks can create a situation where the survivor is faster than the killer". And this change makes it a non problem. But it creates SO MANY more problems.
Situations where survivors are faster than the killer are an actual gameplay problem.
- First, this is infantilizing. I don't want the dev's to just forbid me to play some perks together. In essence this is what's happening.
This ruins the very concept of build diversity. I should have a haste build if I want. That's a while genre of build just gone.
It nerfs haste perks. All haste perks are now trash no matter how much they boost speed. IT'd have to be absurd amounts to have any kind of value. And from the changes we see, it's not. (how is Dark theory a 3%? It should be at least 8-10 to be any useful with those changes)
It attacks the concept of synergy, which is worrying. If they stop at haste okay, but I'm very worried they won't. Then we won't be allowed more than 1 regression perk, more than 1 gen repair perk, more than one exhaustion perk, more than one aura reading perk…
Those are not actual problems. Those are perceived issues, things that conflict with your beliefs of how the game should be designed. They exist in your head. They are completely different from a gameplay problem.
You're also leaving out the problems that don't affect you personally. Haste stacking created a lot of problems for the developers. 1. It's a balancing nightmare, making sure the haste perks that overlap don't become too strong. 2. It forces the developers to keep haste perks weaker. 3. It limits what new perks the developers can create.
Your statement "it creates SO MANY more problems" is not backed up by the information you've provided. You're putting your desires onto a pedestal claiming they're just as important as the game functioning. The game is designed around killers being faster than survivors, that's a part of the core gameplay and it's more important than desires like build diversity.
I'm not saying this is a good change or a bad change, just that you are attempting to force it to look bad with a faulty argument.
Edit: My apologies if this comes off as harsh. It's just kind of frustrating to be reading a post where it peaks my interest because the person says 'it creates more problems' and then the post doesn't deliver.
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Well, I can tell you what I've experienced myself as a Switch player.
I had something like 3k Auric Cells on Switch. I used cross-progression with my PS4, where there were no Auric Cells. After I reached the end of a Rift, I used 1k Auric Cells from the Switch to buy the Rift pass, and then I had 1k Auric Cells available to use on my PS4. Next Rift, after I got to the end of the Rift, I again bought the Rift pass using my Switch, and now I have 2k Auric Cells available to use on my PS4.
So, at least when buying the Rift pass, it has specifically used my Switch Auric Cells over using general pool Auric Cells.
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If the gen is regressing and the survivor is not holding a blood/gas can, then they're given a prompt to stop the leak by hand.
As an aside, the survivor is not awarded any Bloodpoints for stopping the leak by hand. Thanks, BHVR.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911497#Comment_3911497
They are taking away the options to reasonably combine things. I'd rather have the options to combine haste perks as I want, while still getting their effect, than being limited to 1 per build.
I reworded what I posted less than two minutes after I posted it because I got distracted writing it in the first place.
And you can still combine haste perks that function in two different situations, it's just that if they overlap they don't stack.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911436#Comment_3911436
I mean yeah, thats how games that give you options work. They could probably also balance perks better if you only had 1 perk slot. Doesnt mean thats a good idea either.
The "options" aren't really worth the problems they cause. BHVR is not taking away the perks, they're taking away stacking but making the individual perks better. I'd rather have a good haste perk that only takes up one slot than two weak haste perks taking up half my slots to get some niche effect.
Plus, like I said, letting the perks' haste effects stack limits future options for perks.
They could probably also balance perks better if you only had 1 perk slot. Doesnt mean thats a good idea either.
And just because I can compare one thing to another doesn't make it a good or useful comparison.
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Yeah, the Abandon option has a habit of inconveniently disappearing. I've noticed it disappear on my friend's screen (I don't mean spectating, I mean looking at their physical screen) when the killer begins to mori them even though my friend was the last one left in the trial.