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TragicSolitude

TragicSolitude

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TragicSolitude
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  • All the time. Survivors who I never saw throw pallets on my head, and wild Claudettes spring from the bushes and go dashing across my path. It's like a goddamn horror movie.

  • Naughty bear cosmetics would be great.

    I would also like to see the crowns get their own cosmetic slot, that way they can go on any head and not be limited to the default head.

  • BHVR can charge whatever they want for skins. I personally won't buy most of them because to me they're too expensive, but that's a personal thing. BHVR sells the actual game-changing content (killers and survivors) at a reasonable price, so if they charge more for the cosmetics to make up for it then cool, I appreciate it.

    HOWEVER

    Jill's old-school outfit is definitely overpriced. They're charging the full three-piece-set price for something that's only two pieces, and by being three pieces it takes away the player's ability to show off any prestige cosmetics. Players can't put the P3 head, which is just her default head with a little blood on it, on the old-school body and they have to pay for all three pieces just to not have this option. Players are required to pay for a head they already own for the explicit purpose of not having the option of equipping the exact same head but bloody. Let that sink in.

  • @Neverborn said:

    I personally don't enjoy this play style, but then again I just bop about in the red ranks, and don't sit at rank one.

    My question is really about "deserving" rank one? Isn't being at rank one a pretty much undeniable justification for such behavior? I mean the game is designed in such a way that this behavior has a profit rewarded for this person.

    Perhaps the villain here isn't the person who wishes to expound how great he embraces the current state as is, but instead the system that rewards behavior that others find distasteful? It seems to me that if people want this behavior to stop the game needs to stop rewarding it.

    Here's the problem: players adapt to do what they've learned is required to win. So, you're sorta right, the game's design encourages unfun playstyles, but it's not that this behavior exists and the game rewards it: it's that the game is designed in such a way that this is what many people have learned is required to win.

    The difference is we're not just talking about rewarding someone with fewer points for an unfun playstyle, we're talking about fundamentally changing the game so that both sides can have fun as they play to win.

    No, not everyone who wins tunnels and camps, but also people who tunnel and camp wouldn't do it if it didn't result in wins. And from what I've read on these forums a lot of people tunnel and camp because they feel forced into it, not because they enjoy it.

  • @jamally093 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2299939#Comment_2299939

    It would sound like a bad idea so like

    You want iron maiden for example but you want a better chance so you pain 4,000,BP to remove a teir 1 perk for let's say five bloodweb lines to give you a better chance at it right.

    Like paying extra to buy tier 1 of a perk and then have it removed from the Bloodweb until maybe all other available perks on that character are unlocked or something. Because as is, after tier 1 the player also has to buy tiers 2 and 3 to get it off their Bloodweb and have a better chance at a perk they actually want. Right now, as things are, the player isn't just paying for tiers 2 and 3 of a perk that's in their way, they're also paying for the entire Bloodweb attached to those perks. That's a lot of freakin' BP, and it adds up sooooo much when after 50+ Bloodwebs they still don't have the perk they want.

    Another reasonable way to handle it would be for only tier 1 of a perk to show up on the Bloodweb, and then the player specifically puts BP into that perk to tier it up outside of the Bloodweb. Considering the number of perks, that could still be many, many Bloodwebs before someone gets the perk they want, so it's not like doing that would decrease the grind to nothing.

    And there needs to be a way to get the "unlock this teachable" nodes off the Bloodweb. No, I don't want to unlock these teachables and have them pollute every other character's Bloodweb for the rest of time, but it's an expensive pain to avoid them and the system can still force players into the purchase, which is permanent and affects all characters. That's not cool.

  • I'd give them a million points for effort if they gave the crown its own slot so I could equip it over any head instead of being stuck with the default head.

    Seriously, I might actually wear the things if they could go over any head. As is, they have a slight novelty value for maybe a few seconds before going, "Okay, what should my character really wear?"

  • For the licensed stuff, we're screwed unless someone here has an in with Konami and Capcom to find out #########.

    For the original character stuff, DbD should unlink some of the sets (Yun-Jin's) and alter others to be two linked pieces with one unlinked piece. That would make people happy.

    The really stupid thing here is that the people who actually buy the linked sets are DbD's whales, and the whales are who you want to keep happy because they're the big money. DbD patched the cosmetics glitch without even addressing the reason so many people were using it in the first place. They didn't meet their customers halfway, they didn't learn anything about what their customers value. I can only hope that they see a huge drop in sales and maybe then they'll reconsider making so many three-piece linked sets.

    That Jill is two new pieces plus her default head shows the immediate need for two-piece linked sets. Seriously, they're charging the full three-piece-set price for something that's only two pieces, and by being three pieces it takes away the player's ability to show off any prestige cosmetics. Players can't put the P3 head, which is just her default head with a little blood on it, on the old-school body and they have to pay for all three pieces just to not have this option. Paying for the default head for the explicit purpose of not having the option of equipping the exact same head but bloody. Let that sink in.

  • I had something similar happen on PS4. I completed two challenges, had one left, and at some point the two I completed disappeared without rewarding me the points. To say I was pissed would be an understatement.

  • @TheStabbiNAngeL said:

    I honestly feel that ,if killer's had more time to play around instead of being forced to do most things like camp and tunnel just to get a hook it wouldn't be so much tunneling or camping,the gen speeds aren't going anywhere but just try this as survivors mains for this week take off all perks that give second chances,are speed boost don't do gens as fast as you can and let's see what what happens. If there will be some tunneling and camping still because someone is having a bad weekend, but if survivors don't play like maniacs and just play for once then see what happens, there's some incredibly rude survivors who just want to drive you insane and there are some really low killer's who just want to make you're day unfun

    So I'm asking for a cease and desist and both sides to see what happens. Killer's don't run you're Noed and survivors don't run you're Adrenaline boost or Dead Hard,it will be boring but it's worth the experiment.

    There are plenty of killers who try to play for 12-hook games where they don't camp and tunnel, putting general fun over winning. They then come to the forums complaining that survivors teabag at the exit gates like the killer didn't handicap themselves trying to let everyone have fun, which ruins the killer's fun because they were treating the survivors like fellow human beings trying to play a game while the survivors treated the killer like garbage. The lesson killers learn from this is to camp and tunnel, which leads to survivors coming on the forums complaining they're not having fun. The bad matchmaking system makes everything worse as total newbies are put up against skilled players.

    It's all an endless cycle, and too many players are so deep in it they don't know how to hold back anymore. Really, you can't change people, so the game needs to be changed at a fundamental level. Interaction between sides needs to be encouraged rather than discouraged, and killers need to be given more time while taking away any ability whatsoever to camp and tunnel. You can't give killers more time without taking camping/tunneling away, and you can't take camping/tunneling away without giving killers more time. It's a stand-off, and while the devs may understand this would improve the game I don't think they want to touch it with a ten-foot pole due to the uproar such an upheaval would cause as they try to balance it.

  • My fav outfit right now is the one I have on Doc, which I'm going to greatly miss:

    look-see-doc.png


    Someone else posted the following pic. I never got to wear it myself, but this is the exact outfit I wanted to create. Unfortunately, I won't be able to do that, now, so I will not be purchasing the Mordeo set.

    huntress.png


  • @LylakLavender said:

    I am 100% terrible as killer. What I do is just let them win. I play doctor and just shock them. I still get tons of points. I do not care if I win. That's just me though.

    I'm very similar in my playstyle!

    I put on Distressing and work on maxing the Deviousness of whichever killer I'm running (usually Doc, Spirit, or Blight). Outside of dailies/challenges, I'm too lazy and/or laid back to play to win, it's often just too stressful, especially with the terrible matchmaking. I'm not great at killer, and survivors complain constantly about being tunneled and camped so I figure they must love the chance to do their objective with minimal interference.

  • Even though I can't see her, I know I'm playing a chick wearing nothing but a few bandages, and that's way easier than real-life cosplay. What better motivation than feeling hawt is there?

  • ssshhhhh!!! If you make this known, they'll go back to the old grindy way. 😨

  • I'd say grey area, but I'm no dev.

    As someone who plays solo survivor, when I'm killer I do not want to reward someone who camps the hatch. I try not to get the survivor working on gens involved, since I know that could maybe possibly get us both in trouble, but I will do hit-and-run chases with them to slow their progress and focus on finding the one who's hiding.

  • I turned off all messages and friend requests on PS4 to escape the stupid messages. Whether I played killer or survivor, survivors would send me messages complaining about something I did wrong.

    Right now I'm playing on Switch, and I am soooo glad no one can send me messages. I have no perks, I can't see anything on that screen, and I'm all thumbs with the joycons. I land about 1 in 20 hits I attempt. I can't get hooks unless I get a lucky gen grab or pull someone out of a locker. I'm rank 20. I can imagine the messages the green ranks I go up against want to send me, but luckily they can't. No one could possibly play worse than I do on the Switch right now. I mean that.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/260447/tunneling-gen-rushing

    Lol whatever makes you feel better. I’m sure the other killer mains will be in here soon to pump you up. Bravo.

    Thank you for reinforcing my above post, "blind animosity [...] is unfortunately pretty common here." https://forum.deadbydaylight.com/en/discussion/comment/2302917/#Comment_2302917

    You know it lets the devs get away with bad design choices when you blame other players instead of the ones actually making the decisions, right? And so nothing ever improves for anyone because everyone's so distracted spewing bile at each other. Bravo.

    Even if you're trolling, you're contributing to the negativity here.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2302881#Comment_2302881

    No i love chasing lmao. That is reason i am t-bagging or clicking killers.

    But also i wanna get pip. But rank system is ridicilous on this game.

    You click and t-bag killers to get chased, and are then unhappy that your actions get you predictably tunneled and you de-pip for it?

    Sounds like you know what you're doing and you're getting the desired result. The problem is the pipping system, not the being tunneled part.

    @DecisiveDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2302900#Comment_2302900

    The point is why should a long retired perk suddenly make a massive come back killers are tunnelling and camping in numbers I shouldn't have to waste a perk slot just to hope to get at least 10k

    DS is changed so it only work against tunneling. Survivors stop using perk because it no longer allows them to do gens in the killer's face. Killers tunnel because no one's using DS anymore. Survivors get mad, saying they don't want to use their anti-tunneling perk to avoid being tunneled.

    We use BT against camping killers. We use Distortion against aura-reading perks. We use Head On to stun killers. Why wouldn't we use the anti-tunneling perk to escape tunneling? What makes this perk different?

    No one made anyone retire DS. People chose to retire DS, and it sounds like some may have made the wrong choice.

  • Yes, they're both based on the same principle of rushing through your objective for the highest chance of winning. The problem people have is that neither tactic is very fun, not even for the side doing it. As a survivor, rushing through gens and barely seeing the killer isn't fun, and it's also not fun as killer to have nearly no chance to participate because the game ends so quickly.

    Why is the game designed so that the best chance of winning is to deny the other side a chance to participate? Why is this game designed in such a way that it's not fun to play to win?

    The problem on the forums is that people tend to blame the other side for using these tactics rather than blaming the game's design for encouraging these tactics. Players adapt to do what they've learned is required to win, so blaming them and shouting for them to be punished is just blind animosity which is unfortunately pretty common here.

  • @aroell said:

    People who are bad do it because they can’t win by playing normally, I went from rank 1 to rank 11 now in just 1 week because I kept getting tunneled. They really need to get punished.

    I hate getting tunneled out as much as the next person, but what is "playing normally"? Tunneling survivors out is a normal tactic and one that the devs say is fine. They give survivors tools to counter it, but they also give survivors tools to counter other killer tactics, killer powers, and killer perks, so it's not like they've singled out tunneling.

    Getting "punished" in a video game isn't a good thing. It's not something players should advocate for. A lot of killers tunnel because they feel they get punished for trying to 12-hook survivors, so the answer is definitely not "punish them more." You'll end up with no one playing the game. The game needs to be more rewarding, and it needs to encourage playstyles both sides consider fun.

  • @Cancan71 said:

    From my experience on Switch, at least the crashes have stopped. The frame drops and the very dark maps are still there.

    Does anyone else play on Switch? If so you must know that some maps are so dark you can barely see anything. I saw Ardetha's video on Switch and he did a comparison between PC and Switch. The difference between them was literally night and day. :p

    I started a whole thread on it last week. Feel free to share your pain, because this needs to get fixed. https://forum.deadbydaylight.com/en/discussion/257755/maps-too-dark-on-nintendo-switch

  • BHVR: We understand our players weren't happy with the lack of a real Halloween 2020 event. We're going to only do two events a year, Anniversary and Halloween, that way we can make them the best events we can.

    Also BHVR: Here's the same Anniversary event from last year. Enjoy.

    Our memories extend back further than a 10-year-old's, that's one of the reasons so many people are unhappy. If you like what you see of the upcoming event, great! But don't call other people names just because they want more from a game they've funneled a lot of money into because the devs keep saying "_____ is coming" and some are hopeful enough to still believe.

  • This is kinda funny, in a this-is-starting-to-become-a-bump-fest-and-the-thread-will-get-locked-if-you-keep-it-up kind of way.


    On topic, the Switch didn't crash while I played last night, so that was nice. But I also restarted the game at regular intervals, so that may have had an impact.

  • For legendary sets, I totally get it.

    For Cheryl, I do not understand why she doesn't have unlinked pants. Her skirt doesn't match the unlinked tops, she needs pants.

    For Leon and Jill, I am annoyed that their old-school outfits are full-price despite one having a barely changed default head and the other having their exact default head. There's nothing to justify the price, and I don't understand why Jill is forced to have her default non-bloody head on her old-school outfit. Because that's the only other head choice, right? She has her default, and then there's her bloody P3 head. Why are only the remake versions of Leon and Jill allowed to be bloody? If the devs made prestiged versions of the old-school outfits, then I could understand the price. But no, it's a high-priced inferior product.

    The devs haven't taken advantage of the option to sell sets that contain two linked pieces instead of three, and at this point the need for such a thing is obvious.

    The devs have created a bunch of linked sets for original characters that contain three pieces, and plenty of times at least one or even all three don't have clipping issues. This is when people get especially peeved, and it bleeds over into everything else.

    Unreasonableness begets unreasonableness. The way BHVR has treated linked sets, their reliance on three-piece linked sets when it's totally not necessary seems very unreasonable. So now, it's not surprising at all that people's response is also unreasonable, because the company's not even trying to meet them somewhere in the middle.

  • @beached said:

    https://forum.deadbydaylight.com/en/discussion/comment/2301249#Comment_2301249

    No literally, no way in HELL did Capcom say “yeah go ahead and force people to buy the same head cosmetic twice” Like there just simply ain’t no way. Matter of fact I know they had little-to-no say in the released cosmetics because they would’ve taken one look at Claire’s face in her legendary skin and sent them back to the drawing board. Like I understand character integrity but they literally aren’t even upholding the integrity themselves it’s so hypocritical.

    They could at least make P3 versions of those two sets. If BHVR is going to charge so much money when Leon's head is almost the same as his default and Jill's head is actually the same, then they should make it worth the money. Make P3 versions of the old-school sets for people who prestige the characters. That would be something.

    Yeah, I wish they'd fix Claire. Her face is a huge disappointment. BHVR has a big problem sculpting heads, they need to bring in someone new to get them to stop giving all their characters long faces. The modelers try to put some spackle and paint on the girls to hide the bad foundations, but it's still noticeably "off" and BHVR needs to fix their characters' skulls.

  • I can understand Legendary sets being linked.

    I don't get why Leon's and Jill's old-school outfits are linked sets. Why can remake Leon and Jill be covered in blood but old-school Leon and Jill can't even have bloody heads? And did Capcom really force BHVR to sell Jill's old-school outfit as a full-price 3-piece set that only consists of 2 new pieces?

    Any original character cosmetics that don't have clipping issues should be unlinked. Why is Yun-Jin's very rare outfit linked at all? Why can people not equip Kate's or Jane's hair outside of their Oktoberfest and Greek outfits?

    I've only ever bought one linked set, the Look-See. I liked being able to glitch out the weapon for something that actually suits him, but it isn't a deal-breaker. I will seriously miss it, though. Meanwhile, I will never buy the Mordeo outfit unless they unlink it. Neither of those sets should be linked, just like the Hag's Birch set isn't linked.

    And BHVR needs to negotiate with Konami to get Cheryl some goddamn pants, man.

  • Can someone ask Konami why Cheryl isn't allowed to have unlinked pants? I'd really like the answer to this, her default skirt doesn't match a damn thing.

  • BHVR really knows how to tick off their paying customers.

    They fixed the cosmetics glitch without even throwing their players a bone. I'd say "go the extra mile" but it's be more like an inch: Not every cosmetics set needs to be three linked pieces. Plenty of sets could be two linked pieces and one unlinked piece. Survivor heads and killer weapons are especially likely to be free of clipping issues. For their original characters, BHVR should step back on these linked sets and try to give players as much freedom as possible to have fun. If there are no clipping issues, then what's it matter?

    BHVR could have said, "All right, we hear you," when they fixed the cosmetics glitch by also updating some of their original characters' linked sets to no longer be three linked pieces. But they didn't. Instead, all they did was take something fun away from their players, and pretty much all the problems that are hindering people's ability to literally play the game are still there.

  • They really need to take advantage of the option to do sets that have two linked pieces and one unlinked piece. They could go further to allow what you described, letting players use the top without the bottom but using the bottom requires the top, but at least they should stick to two-piece-links whenever possible.

  • I will not buy the Mordeo set, now, because not being able to switch out the weapon is unacceptable.

    I might purchase licensed sets if I really want them, but it is so much less likely now.

    Very few sets for original characters deserve to have all three pieces linked, so I will never buy those. I won't give them money when they chose the easy route over the consumer-friendly route. BHVR knows what their customers want from their cosmetics, but even when it's within their control they unnecessarily take away the option to mix-and-match. They patched the glitch without rectifying the problem where allowed. It was the wrong decision, it makes it look like they prioritize everything else over their paying customers.

  • Linked sets aren't going anywhere. What the game needs is for the devs to bother using the option to sell sets that are two linked pieces and one unlinked. Plenty of survivor sets don't need a linked head. Most killer sets don't need a linked weapon. On licensed characters they may not have a choice, but on original characters this is a choice and it's a consumer-unfriendly one.

    I'm especially bugged by the Crypt TV sets, where Doc and Huntress are linked but Hag is unlinked. I don't think Doc and Huntress need to be linked at all, but they could certainly have the weapon unlinked. (I'd really like to mess around with Huntress's Mordeo cosmetics, I hate that they're a set and I probably won't purchase them unless they're unlinked, that weapon takes up a third of the screen!)

  • I have a similar problem unlocking perks on a killer. First, I was forced to unlock a teachable I didn't want on my way to unlocking the one I did want. Then, on the next killer, it has given me every perk except the teachable I went through all the trouble of unlocking. For more than twenty Bloodwebs it has given me Distressing tier 2. I don't want Distressing tier 2, I want it to stay at tier 1, but I was finally forced to accept it or risk unlocking another teachable I don't want that will then pollute every killer's Bloodweb forever.

    I'm tired of this. The game should let me purchase the option to remove a perk or teachable from the Bloodweb rather than being forced to unlock it. The RNG is an absolute nightmare. Twenty-some Bloodwebs with Distressing tier 2, not a single time did the teachable I unlocked show up. I have only unlocked two teachables, total. I'm seriously annoyed.

    If your RNG is going to be this nightmarish, let players spend Bloodpoints to remove perks/teachables from the Bloodweb, at least temporarily. I shouldn't have to buy 13 perks I don't want to tier 3 just to get the one perk I do want, and the game should never force me to unlock a teachable.

  • @Mandy said:

    The cosmetics glitch was fixed in order to preserve the image of licensed characters, which means we are often unable to sell additional outfit pieces separately. The team is still working on high prio bugs like the map crashes and performance issues!

    There are plenty of original survivor sets where the heads don't need to be linked and a lot of original killer sets where the weapons don't need to be linked. It would be greatly appreciated by DbD's customers if you adjusted those sets to be two linked pieces instead of three.

    Especially when weapons like the Look-See's and the Mordeo's can hinder gameplay, and gameplay should always take priority. The Hag's Crypt TV set isn't linked, so this doesn't seem like a licensing issue.

  • Aaagh! I saw survivors burn BPS for one match tonight, just one, and that is the only time the game crashed, and as always it crashed at the end of the match. I'd opened an exit gate, I was wandering the map looking for the hatch, and it crashed. No double Bloodpoints, no progress towards the Tome challenge, it was all gone.

    I heard this crashing-at-the-end-of-a-match problem showed up with the All-Kill chapter. I don't know if that's accurate, but goddamn this better get fixed.

    One BPS all night. ffs.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297122#Comment_2297122

    I'm sorry if I come off as contrary or argumentative, I absolutely get where you're coming from and it can feel like a grind. I atm can't play as Leon because the blond bastard refuses to get anything to tier 3, it's just all green like a German intersection. Most of the time I play, it's with friends on survivor and I prioritize their escape which usually nets me a small amount of points.

    I don't think the system is poor, I think we don't get enough points per match. Even in my example, I noticed I said it takes a BPS to make me excited. Maybe it won't feel so grindy to everyone if we maybe got double the amount of points we do now? Just double. Outright. The rng perks wouldn't feel so bad if you fly through each level

    I agree! When I call the grind expensive, what I mean is that matches should either reward more BP or the cost of stuff in the Bloodweb should be decreased. DbD loves its RNG, so that's almost certainly here to stay. But oh earning more BP would feel so good. A lot of people feel that the point gain during Bloodhunts is how it always should be and they only bother to play the game during those events, yet BP events have become disturbingly rare.

    Anyway, yes, doubling the BP gain would be awesome.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297035#Comment_2297035

    Wait. So you only want two perks and you don't feel rewarded by blood points which is the only reward? Then, not to be rude, but what do you play for? Once you get the perks you want, what then if the only reward for finishing a match is more bloodpoints. But you won't really need them aside from add-ons for killer, but even then you'll still be spending large amounts on things you don't want because not every add-on is useful.

    The journey is the entire point, don't call it human nature to say it's overshadowed. I don't read the last page of a book because I only care about the ending and I don't play a game dreading through it because I only want to see the end, I do it because I have a fun time with it. You may not feel rewarded, but I do. When I come out of a BPS lobby with tons of blood points, I feel excited about the levels I'm going to gain from it.

    I apologize, I'm probably being more negative than warranted. I'm annoyed at the game right now because my friend got it on the Switch and it is awful. I can't see anything because it's too dark, I'm all thumbs with the joycons, and it's not uncommon for the game to crash at the very end of a match. This means I'm earning 10k on average not taking into account all the points lost from crashing. But I'm trying to help him level up a killer a bit so we can grind points for survivor, and once we return home we can play survivor together. Then we can have fun.

    We will finally have a game we can play together in the same house and that thought makes me soooooo happy. But the way the game runs on Switch and how it's worsening the grind with its performance issues... the performance issues mean matches are rarely fun and the crazy grind means it doesn't feel like my suffering is reaping much for rewards. BUT it will hopefully hopefully be worth it when we play together.

    On a related note, Switch cross-progression with PC can't come soon enough.

    Tldr: Playing on the Switch has me wrankled and the bad performance is making the grind worse which only wrankles me more, but I'm sticking with it because friendship.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296928#Comment_2296928

    Iirc there are only 13 perks in the game that aren't killer specific. It would take you an absolute max of 39 levels before the perk is guaranteed to show up which isn't counting when multiple perks show up at once (someone check my math there)

    It sounds like you just don't want to play the game without that specific perk, and trust me I understand. I was like that with Premonition. But at what point does it stop being a "grind" for you and not just playing the game?

    Granted, you want one perk to complete your build, and again, I FEEL that. But within those 39 levels, you're also getting and leveling up the other 3 perks in your build.

    These days I only run two perks on any and all killers. I don't need or want the others, but I'm forced to buy them and all the other useless junk in the Bloodweb. And that's the hell of it, I'm spending a HUGE amount of Bloodpoints and all I want is one thing. Matches don't feel rewarding when I can only open a few more nodes on the Bloodweb after each one. The game's reward system is Bloodpoints but it's very stingy with them and getting what you want can take a very unreasonable amount of time and Bloodpoints because it's completely RNG-based.

    When someone has a goal they're trying to reach, it's human nature that the goal overshadows the journey. If this game had any sympathy for its players it would keep that in mind when doling out rewards. Pure RNG or a punishingly expensive grind, not both. Let players feel like they're actually making progress.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296854#Comment_2296854

    Imagine complaining because it takes time to get every available thing in the game to max. Hilarious.

    My friend just got the game on Switch. We don't want every single thing. We want one perk on one killer. First we had top level up a killer we hate to unlock the teachable. Now we are trying to get that perk on our killer. It is taking forever. We don't have anything to help with the grind, and Bloodweb after Bloodweb only has perks we don't want even though there's only one unlocked teachable.

    This game's grind and RNG-dependent progression system would each be bad on their own, but combined they are absolutely miserable.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296197#Comment_2296197

    Still kind of disagree with the survivor side of things. Survivors have a lot more fun running the killer, doing gens is boring. Also, you are almost guaranteed chases as a survivor. So there's a reward for getting into chases.

    You're pretty much agreeing with me. Yes, doing gens is boring, getting into chases is the fun part. But doing gens and avoiding chases as much as possible is how you escape, it's how you win. It's boring for both sides and it's not good game design.

    Survivors who ignore gens and throw themselves into chases aren't doing their given objective, and if all four survivors do that then the team can't win. I'm specifically talking about how the game's own mechanics and win conditions don't encourage fun matches. It's ridiculous because it's not enjoyable to do or face these strategies, but for a lot of players winning trumps all else.

    Edit: According to this post, survivors are adapting to new killer designs by even running chases in a way that's fun for neither the killer nor the survivor. If this is at all accurate, the fun part is becoming less fun for all due to the way players adapt to win with the game's mechanics. https://forum.deadbydaylight.com/en/discussion/259814/ever-since-the-tru3ta1ent-vs-oracle-matches-majority-of-my-matches-are-like-that

  • My friend got the game on Switch last week. Crashing at the end of a match is not uncommon. Very annoying timing. It was so bad the other night he was wishing for a refund.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296036#Comment_2296036

    Gen rushing is very rare. When you say gen rushing, your talking about BnP, Toolkits, gen speed up perks on every survivor. Otherwise it's not a gen rush.

    But I definitely agree with you on killers with tunneling and camping. Killers that do that, never learn the game. I'm surprised the Devs haven't done something to severely penalize it.

    It's not fun for survivors, it's not fun for killers and I bet killers that camp end up going to another game and playing it, because it makes DBD seem like a boring game.

    I didn't say gen rushing, I said rushing through gens and avoiding the killer. I'm talking about it as a general strategy that all survivors can do regardless of perks. That is the easiest and most optimal way for survivors to win. No one will ever say taking your time on gens and throwing yourself at the killer is the best way to win. The better survivors are at their basic strategy, the less fun a killer is able to have in terms of getting to participate in the match.

    Not to mention that it's a cycle. If a killer feels gens are popping too fast, they'll camp. If a killer camps, survivors are told the best counter is to rush through gens and leave the camped survivor to die. In their desperation to win no one bothers to have fun.

    Or there's the other easy escape: the survivor who camps the hatch instead of helping their team. They "win" but they didn't play, they didn't participate.

    Like I said, the game is poorly designed and encourages boring playstyles on both sides. Only talking about one side and not the other creates an illusion of blame, like it's all the players' fault rather than a core gameplay problem.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295431#Comment_2295431

    This is exactly the case. Face-camping is a guaranteed 2k and almost all times it will be a 4k. You have to remember, Face-camping killers don't level up, so they will continually get 4k and stop pipping after a point. People are saying that decent survivors won't lose to this, but the problem is, this type of strategy never runs into decent survivors.

    Face-Camp + NOED + No pip Strategy is unbeatable.

    This shows a fundamental flaw in the game's design. Learning to play killer in a way that's fun and interactive for survivors is 1. Not intuitive, 2. A Pain in the ass and not necessarily worth the effort if all you want is kills.

    It is so much easier (and more intuitive) to stagnate and just camp the hook for kills. Learn to use complicated/buggy killer powers? Why bother? Stay in the crappy ranks, destroy unskilled players.

    The game does not push the two sides into interacting but actually encourages sticking to methods that are easy and not really fun: Camping and tunneling for killers; rushing through gens and avoiding the killer for survivors. Everyone loses out on having an entertaining match.

  • @miketheratguy said:

    The game IS admittedly dark on my LIte, yes. But I just jack the brightness of the system to max and it makes a noticeable difference.

    It sucks having to turn it back down for pretty much every single other game, as you mentioned, but in my case it DOES solve the problem. An in-game brightness slider (within reason) would be welcome.

    Good to see I'm not the only one who thinks it's dark :)

    Yeah, I get headaches and my eyes can be really sensitive to light, so turning up the Switch's backlight to make up for DbD's ridiculously dark maps isn't an option. Even on my laptop, I keep the screen at 12% brightness, and the laptop screen is much farther from my face than the Switch.

    An in-game brightness/gamma slider that helps players calibrate it properly would be super appreciated. The game is available on so many different platforms and there's no way everyone's getting a reasonably similar visual experience.

  • It's easier to keep piling new crap onto the existing structure (no matter how bad that underlying structure is) to distract with "new content" than it is to rebuild the structure from the ground up to make real improvements. It's bad for the long-term health of the game, but it works in the short-term, and the problem is that most investors only care about the short-term.

  • I'm sorry, man. That sucks.

    I apologize if this is off-topic, but doesn't attempting to unhook a survivor deactivate DS? Or did the devs not fix that? I know if I interrupt an unhook and get stabbed for it someone's getting a controller through the eye socket.

  • @Dead_Inside3212 This is the post for the bug you were describing. Please upvote the bug and post your experience and video here.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2294305#Comment_2294305

    I've seen SWF bullying one streamer by hiding all match. When he eventually find a survivor he just hit him and survivor hide again. But I wasn't felt bad for a killer in that video, because he was playing Legion. legion has a power that allow him to find stealthy survivors and that streamer didn't use it.

    I understand that can be a problem for a killer without such power. But surrender button definitely not a best way to deal with such survivors. It probably better to make crows attack whole team if gens are not progressing for 120 seconds.

    About switch problem. I don't know if you can adjust brightness on device, but you probably can adjust it on tv. And maybe turn off lights or curtain windows while playing. I may sound dumb, but I don't really know if it's possible to solve this problem like that.

    You don't sound dumb, the Switch is its own unique problem. I have to play it handheld. I play in a pitch-black room, and most DbD maps are still too dark. Turning up the brightness cranks up the backlight, which is painful on the eyes. DbD needs an in-game brightness/gamma slider so players can adjust the game's settings instead of their hardware settings.

    I'd say 120 seconds is too short. As one of the last two survivors in a match, I was searching for Ruin, and I heard the other survivor in the basement searching a chest (presumably for a key). When I found Ruin, I was in the killer's TR, so cleansing it immediately would've been certain death. All this going on certainly took more than 120 seconds, but me and the other survivor were still actively participating in the game and working towards our objective. At the 8 to 10 minute mark, if survivors haven't touched a gen, that's when it becomes excessive.

    Maybe what the game needs is an "idleness" timer: the clock starts with 8 minutes on it, and whenever none of the survivors on the map are doing anything productive (not searching a chest, not cleansing a totem, not working on a gen, not healing, not in a chase) and none are incapacitated, then the timer ticks down, and once it reaches zero the game ends (or maybe something else, like any survivor not on a gen gets crows within 3 seconds, or all survivors are exposed, or the killer gets the ability to mori everyone). Hm, I like that idea, putting a hard limit on team idleness. The Entity doesn't like boring survivors.

    Edit: added the word "incapacitated" to make sure it was understood that a survivor who is slugged, caged, hooked, or suffering from the "incapacitated" status effect is not idle.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292438#Comment_2292438

    I think we should be able to select several challenges at once. How often did we finish something that was exactly required in a different challenge and it didn´t count?

    Or how many times has someone completed a killer challenge only to find they still have a survivor challenge selected?

    Any QoL change to Tome Challenges would be appreciated. Having a separate killer and survivor challenge selected at the same time. Having multiple challenges selected. Or choosing one challenge after the end of the match to put progress towards. Some kind of improvement is needed, some of the challenges are quite frustrating and the poor UI/UX makes it so much worse.

  • @kaeru said:

    If survivors not doing gens, they die eventually. If they do gens, they escape.

    Killer in control how to end the match. If you managed to kill them before all gens done, you end it. If you don't manage to kill them, they escape before EGC kill them.

    Survivors can't hold killer as hostage, because pallets are not infinite. If they bully you, just learn how to deal with it.

    Hide your red stain in loops. Don't respect pallets. Bait them for free hits when they trying to flashlight save. Hit them when they bodyblock.

    If it's much of a problem you can also bring anti-bully perks. Enduring+Spirit Fury. Franklin's Demise. Lightborn.

    Killer doesn't need the ability to surrender.

    If survivors refuse to touch gens and instead hide around the map, the killer can't end the match. Generators exist the way they do to force survivors into areas of the map, giving the killer the chance to find them. If survivors don't go near the generators, they could be anywhere on those large maps, and if they're decent at stealthing they can remain unseen indefinitely, holding the killer hostage.

    That's one example of how survivors can drag out the match.

    Another would be against me as killer right now, playing on the Switch. I can't see well enough to win chases as killer, so the survivors could run around in the open and prolong the game without even using pallets because I just can't see them, the maps are too dark. And even the tiles I can see I can't navigate because I'm apparently all thumbs with the joycons, I need more practice. I'm farming Deviousness points and the random "survivor found" Chase points playing killer, but I can't get hooks. I can't end the match myself unless the survivors literally stand still and let me down them. There are no perks or techniques that can help, it's a matter of getting used to the joycons and my eyes possibly adjusting to see better in the dark. In the meantime, if survivors ever realize how impotent I am and try to prolong the match just to torment me, my options will be to disconnect or go AFK. Fun.


    @bibibib8 The killer being stuck in the match indefinitely is an issue. I'm not sure the surrender option is the right fix, though, because it's another way to allow players to leave a match for any dumb reason. A timer might be a better solution. I love the EGC timer, it's one of the best things that's ever happened to the game since I started playing.

  • I've wanted so badly for P3'ing my character to create a "bloody" option I could toggle on cosmetics pieces. I never understood why they said they couldn't, we're not asking for a pixel-perfect Jackson Pollock here, just some decent red splatters that can be applied universally.

  • Playing survivor on Dead Dawg Saloon, I had Deep Wounds and stopped to mend. I thought I was tucked away, hidden in a corner... turned out I was standing in the middle of the street out in the open.

    I've also died because I couldn't see the hatch on Autohaven. The killer could see it just fine, though.

    I can't do anything when chased as a survivor, and I can't finish chases as a killer. I can't see well enough to navigate the maps or track anyone. The only way I can hook a survivor is if I get a grab. If the survivor runs, they're gone, they don't have to break line of sight to disappear and scratch marks materialize too slowly to make up for it when every millisecond counts in a chase.

    DbD needs an in-game brightness/gamma calibrator. Even being in a pitch-dark room doesn't help. Having the Switch's backlight turned up to make everything brighter is not comfortable, not even for a short amount of time much less for the duration of a normal gaming session, and it's especially painful on the eyes in a dark room where you're trying to avoid any glare on the screen. And I think Coldwind with the backlight maxed out would actually blind me.

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