TragicSolitude
TragicSolitude
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I want to switch to PC, but I too am on PS4. I will never start over from zero. I am not doing that grind again, and I'm not re-purchasing all the DLC. I would absolutely quit before starting over.
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Skill-based matchmaking is supposedly in DbD's future, it's coming, every individual killer will have their own MMR, just wait a few more months/years/centuries and the punishment will be over. Maybe.
Yeah, playing new killers is pain. Serious stepped-on-a-LEGO pain. As it was said above, make small goals and don't worry about killing. You're learning something new, so try to have fun and don't put a lot of pressure on yourself.
Also, if you can, ditch lobbies if there's a TTV or YT name.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2091678#Comment_2091678
Ok, I'll explore in depth this discussion.
1-the obsession status existence: current affairs.
There are many bits of indirect information in this game that reward attentive players. If you start a match and see a Jigsaw box, you know the killer is the Pig will try to perceive better your surroundings. Same for a pool of devotion, or distant sound of a loud chainsaw. A killer can have a grasp of a gen progress just by looking at the pistons, etc.
Now, consider the presence/absence as a variable that provides both killers and survivors with information. Both know that someone is using a special perk/addon. Now, let's explore further scenarios:
1.1- SQ Survivor: If you as a SQ survivor is not the one who brought it, chances are the killer is using STBFL, Rancor, Nemesis or PWYF or another survivor brought DS or OoO. If you brought one of the latter perks, the you gained no extra information. <== this is were the majority of the player base stand RN.
1.2- SWF: In the unlikely probability that no one not even the killer brought an obsession perk, your team can still coordinate rescues and protection hits, but let's be honest here SWF tend to sweat on their builds and secure multiple obsession perks (OoO DS).
1.3 - Killer: to get access to the presence/absence of the obsession status (you know, the one that changes their playstyle) a killer must NOT use obsession perks. ATM the killers that benefit the most from STBFL, Nemesis, and PWYF are mid to low tier. Doctor, Slinger, Bubba, Demo and others cannot afford to have that piece of information and are inherently in disadvantage compared to high tier killers that are not reliant on those perks. The current state of affairs just widens the rift between killers that rely in obsession perks and those who don't.
2-Considerations on DS
There is a reason as to why DS is almost synonymous with obsession bc it's by far the most popular survivor obsession perk, powerful, potentially game changing, and abusable by both sides. No longer survivors can progress the game while keeping DS active, but killers can still tunnel if no one has it.
It's a small sacrifice to bring 1 perk and protect 4 people, but you need to consider that:
2.1: SQ players cannot to orchestrate builds. Console players and crossplaying PC players cannot communicate in the pre trail chat.
2.2: It's hard to coordinate antitunnel measures without voice comms. Protection hits, Facecamp rescues are difficult to overcome and DS alone is not an insurance for the whole team.
2.3: Sticking a perk limits variability. I don't wanna play 50 with only 3 perks bc DS needs to be there to make the killer think twice.
2.4 MOST IMPORTANT DS is effectively behind a paywall. Until 2019 it showed up 3-4 times a year on the shrine, but during the entirety of 2020 it was absent only to show up 1 week this year. Not everyone can afford to purchase a DLC and licensed characters can only be purchase with real money currency.
3-On the proposed Changes to obsession status
Not spawning with an obsession reduces a piece of info that distinguishes good experienced players, but I believe that is good for the game. It's unlikely that me or you know the outcome of this change. The permanent looming threat of DS might indeed encourage killers to tunnel, as you say, but I'd rather that than games in SQ without an obsession. Also, I don't want to few punished by playing an M1 killer that relies on STBFL.
On a different note, the possibility of always spawning an obsession brings consistency to the game. To trace a parallel, totems spawn when no Hex perk is used and survivors will cleanse them for ulterior motives, but mostly to score points and prevent the LOOMING THREAT of NOED. Finally, not spawning an Obsession prevents the acquisisiton of Score Events associated with the status.
4- Summary
The presence/absence of obsession brings valuable information that can be used by killers against the majority of the uncoordinated player base mostly due to the strength of a single survivor perk and it has been increasingly more difficult to acquire it in the last 2 years. Furthermore, killer in mid low tiers that need Obsession perks have to give up that important piece of info.
I believe that changing the perk or the status is needed to no longer provide that data, preventing the existence of Obsession free games that allow killers to prey on casual players as well as reduce the gap between the efficacy of killers that require obsession perks and those who don't.
Killer: to get access to the presence/absence of the obsession status (you know, the one that changes their playstyle) a killer must NOT use obsession perks. ATM the killers that benefit the most from STBFL, Nemesis, and PWYF are mid to low tier. Doctor, Slinger, Bubba, Demo and others cannot afford to have that piece of information and are inherently in disadvantage compared to high tier killers that are not reliant on those perks. The current state of affairs just widens the rift between killers that rely in obsession perks and those who don't.
I'm going to try to rephrase this, and if I get it wrong correct me:
- Doc, Slinger, Bubba, Demo etc. are mid-tier killers that benefit from STBFL, Nemesis, and PWYF
- They can't use those perks because then they'd be at a disadvantage, losing knowledge of whether or not DS is in play
- Solution: permanently take away the knowledge that is so valuable ("killer in mid low tiers that need Obsession perks have to give up that important piece of info." <- you say right here the info is important) so they can use those perks (and if they don't use those obsession perks because they just don't want to, then they lose that info about DS and gain nothing in return).
mostly to score points and prevent the LOOMING THREAT of NOED
It's mostly to score points and get a stack for Inner Strength. NOED is more of an annoyance than a looming threat. It's so seldom used that survivors usually feel secure in rushing gens and cleansing a single lit totem after if need be. Totems are meant to be a second objective and slow the game down... but they don't.
Just like the threat of NOED rarely changes how survivors play, the invisible threat of DS will rarely change how killers play.
DS is effectively behind a paywall. Until 2019 it showed up 3-4 times a year on the shrine, but during the entirety of 2020 it was absent only to show up 1 week this year. Not everyone can afford to purchase a DLC and licensed characters can only be purchase with real money currency.
The best perk for earning Bloodpoints so you can level up characters is locked behind Bubba, a killer a lot of people bought just for that perk. He was the first thing I bought... for that perk, so I could earn BP and get perks on characters.
There are six different survivor obsession perks, one of which comes on an original character, so it's purchasable with shards.
No longer survivors can progress the game while keeping DS active, but killers can still tunnel if no one has it.
Killers can still tunnel even if someone is the obsession, they just risk getting stabbed. The ones dead set on tunneling will eat the DS.
The threat of DS is the most effective thing about the perk. It's psychological. The killer is worried about getting stabbed, wasting time, oh no gens will pop all around them, so they either slug or they go after someone else. DS has done its job. If the killer picks the survivor up and the survivor has DS, the survivor gets to make good on their threat.
If there's no hint that DS is in play, then there's no longer the threat of DS to discourage tunneling. Like NOED, it'll be assumed to not be in play.
Always spawning an obsession means fewer killers bothering to play around DS, so even equipping DS won't discourage tunneling, it'll just let survivors stab the killer when it happens.
The goal seems to be to permanently discourage tunneling without the survivors needing to do anything. Right now, having an obsession in the match signals to the killer that, rather than playing optimally and getting one hook closer to winning, it may be better to leave the survivor slugged. That's big. If your teammates pick you up, that's like getting an extra hook state. DS doesn't just discourage purposeful or early-game tunneling, it means killers give up hooking opportunities that would get them one step closer to winning. Tunneling is sometimes the best or only option, and if the game doesn't want killers to play to win, it needs to either give killers something in return (right now, it requires one survivor to use one perk slot) or it needs deeper changes to its mechanics.
Personally, I think the game needs deeper changes to its mechanics.
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@Dragonshensi said:
I’ve encountered dickweasel killers recently that will carry me to hatch, drop me off, and let me crawl to it, only to slam it in my face and then hook me. It’s kinda stupid to act like that. Especially when I don’t do anything toxic to you. The most ive done is stun you with a pallet to get away. Heaven forbid I did that.
That's such a dick move.
Whenever a killer drops me away from the hatch so I'd have to crawl to it, I crawl away from it towards a hook. Either I'm making a nice gesture towards a killer who won anyway, or (more likely) I'm taking away a toxic player's fun.
No reason to be a jerk when you've already won. And if I think a survivor's been annoying in the match, begging for my attention, I don't gloat, I treat them like everyone else. Enjoy my indifference.
... yeah, it's good to take regular breaks from this game.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2091988#Comment_2091988
I get it, but i mean... The people that complained about the dcs, have they ever played a battle royale? Or rankeds in overwatch? Or any multiplayer game? DCing is common, and you just have to move on.
In my personal case, when im killer and someone DCs, i farm with the rest, so everyone can be happy.
Also today i ate a ban because the game kicked me from the match :(
Farming once in a while because there's a disconnect, sure. But this wasn't once in a while. I remember killers complaining because they couldn't play a normal match. More matches than not had an early DC, so then their choices were to farm or slaughter the remaining three. No one wants to constantly farm, it's boring. They queued up to play the game, and they weren't getting to do that. It was endlessly frustrating.
It sucked as survivor, too. One person would disconnect, two more would follow, and I either got to do two gens to open the hatch (these were the old days before the EGC) or the killer would just kill me and move on.
Other multiplayer games I've played, disconnects weren't nearly so common, and a disconnect didn't alter the balance and ruin the entire match so drastically.
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@xEzekanarioX said:
I wonder the same. I love how this game is supposed to be "casual", but instead it has dc penalties like any competitive game would have.
The playerbase forced the devs into it. Before the DC penalty, ragequits were constant. It was common for the first person downed to disconnect before the killer could hook them. I had people disconnect because their attempt to locker-juke me failed. They disconnected to give friends the hatch. They disconnected before the killer could mori them. They disconnected because they messed up at a pallet.
A common complaint was that disconnects were making the game damn near unplayable. Disconnects were one of the biggest problems plaguing DbD.
If the playerbase had not disconnected to such a huge, huge degree, the devs wouldn't have needed to implement the penalty.
Players right now complain about survivors suiciding on the hook, but that is much less common than disconnecting used to be.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2091537#Comment_2091537
The situation you're describing may as well be the one living currently in matches with an obsession. If a killer sees an obsession they try to play around it either by slugging, alternating hooks or just plain eating the DS in the beginning of the match.
This suggestion is to address the issue of matches spawning without the obsession status. That alone changes their mindset to "I can tunnel should I want". This may will NOT fix tunneling, but will discourage.
But I'm saying, it won't discourage tunneling. The whole point of requesting either no obsession or always an obsession is so survivors don't have to run DS. Therefore, the easy assumption for killers will be that the survivors aren't running DS.
Right now, if someone brings DS, there's an obsession and a killer who's on the fence about tunneling will usually play it safe. If the obsession status were changed, if someone brings DS, the killer won't know it. A killer who's on the fence about tunneling will take the chance, because apparently DS is now used so little that the probability the survivor has it is super low. One survivor bringing DS will no longer protect the entire team; it'll give one survivor a second chance if the killer happens to tunnel them instead of their teammates.
Right now, one person brings DS, all four survivors get the benefit. No obsession/always obsession, only the survivor who brought DS will get any benefit. DS would no longer discourage tunneling in the first place; it would only punish killers when they do tunnel.
And as it is you don't even have to bring DS to get its benefit of discouraging tunneling. Only one survivor has to equip any obsession perk.
I'm the kind of person who plays it safe. I assume survivors have BT, I try to remember to bait out DH. As survivor, I try to counter BBQ and Nurse's Calling. But if this change went through, if it were me playing to win, I'd treat DS like I do Haunted Ground: The chance that lit totem is Haunted Ground is small, and once it's used it's gone, anyway, so I might as well take the chance. Like the existence of DS makes tunneling risky, the existence of Haunted Ground theoretically makes cleansing totems risky, but HG doesn't change the way I play.
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The Obsession status reminds killers that DS exists and so killers play around it, not outright tunneling a survivor out of the match.
You want killers to play around it rather than accidentally eat it. Why? Because once the survivor uses DS, it's gone. The killer now knows that particular survivor has no defense against tunneling. The other survivors may have DS, though, so the killer has to play around it for them.
Anyway, if you get rid of the Obsession status or make it so there's always an Obsession, I doubt you'll see a decrease in tunneling. Why? The whole reason players are asking for this change is to get the benefit of DS without running it, which means fewer players will run it. Killers will feel safe tunneling off the hook because the chance the survivor has DS will be so small that it's worth just taking the risk. And like I said, once the survivor uses DS, its protection for that survivor is gone.
tldr You're asking for this change so you don't have to run DS; therefore, it will be reasonable for killers to just assume survivors don't have DS and they'll usually be right.
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Eh, these read more like attempts at band-aid solutions, which this game is already full of. What the game needs is for the underlying issues to be addressed.
One of the reasons survivors do things that seem toxic is that survivor gameplay is repetitive and boring. If the game were stimulating on its own, they wouldn't have to resort to flashlight-clicking and teabagging, begging to be chased, just to have fun.
Another issue is the game's lack of structure. While the lack of structure means people can play in a myriad of different ways, it actually sort of kneecaps players. A survivor can be tunneled out of the game before the match hardly starts. How do survivors combat that? Gen rushing. How do killers counter gen rushing? Trying to get a survivor off the map, because 1v3 is much more manageable than 1v4. The best way to win the game is to prevent the other side from even having a chance to participate. Playing efficiently to win isn't fun for the opposition and it isn't even necessarily fun for the side doing it. That's not good design.
The game also needs a better tutorial. It teaches players damn near nothing (especially killers, it doesn't teach them anything about pressuring gens, and the most intuitive way to play the game is tunneling and camping hooks, so yeah, of course that's what inexperienced killers do), it just throws them in the deep end. Worse, the terrible matchmaking often puts experienced and inexperienced players together, and guess what? Neither have a good time in those matches.
... that's my viewpoint on the game's problems, anyway.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/2090970#Comment_2090970
This is why I've ran Blood Pact ever since I unlocked it. I don't care for DS, never have, but by virtue of me bringing a perk I actually do like the function of (free aura reading on one other survivor if either of us are injured) it forces an obsession. That way even if none of my teammates bring DS, the killer has to assume someone has it. Makes for better games for everyone.
I loved Blood Pact at first, I thought it was great... until some Feng Min used it to keep running towards injured me while she was being chased even though she'd never been hooked and I had... so, I got to be the first one to die in that match. Got mori'd. -_-
I usually put on Mettle of Man when I want an obsession in the game. It's so rare I get to use it that it makes me all excited when I do.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2090599#Comment_2090599
Imo, they should just make the obsession appear each game. This way you don't need an obsession perk to make the killer be afraid of tunneling.
That's wanting the benefit of the perk without having to run it.
DS works by threatening the killer: there's an obsession, if the killer tunnels off the hook he risks wasting time and getting stabbed. If the killer does not tunnel off the hook, then DS is working. If the killer does tunnel off the hook and you're the one with DS, you get to make good on the threat. If the killer slugs to avoid DS, it's still working because now your teammates have a chance to pick you up and you don't lose a hook state and get closer to death.
Either run DS to discourage tunneling and protect yourself in case the killer tries anyway, or accept the risk that there might not be an obsession.
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Other
Some killer builds really only work on certain maps. Either survivors shouldn't have map offerings or the killer's map offering should trump survivors' offerings every time. And for god's sake, if someone burns a map offering and that map isn't chosen, return the damn offering, specific offerings for each map are [BAD WORD]ing rare. You can spend a million Bloodpoints and still not get the one you want.
Also, get rid of all the stupid BP offerings that are category-specific. Those junk up the Bloodweb for no reason.
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I agree with others that rather than show the killer's name, it should hide the survivors' names. Seeing the survivor characters and their items to be able to prepare is one thing, but seeing the survivors' names is questionable.
Survivors being able to see the killer's name is a definite no, however. A lot of killer players have a main, which would mean every survivor in the lobby will be able to equip perks to counter that killer's power and oh fun, 4 Spine Chills and Sprint Bursts against my tier 1 Mikey, guess I'll just go afk and try again next round to be spooky. Plus, if some survivor loses and gets salty about it, the killer's name will be publicized and accused of all the normal crap and suddenly you have killers who can't get a match because someone got upset they lost.
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@Shadow_Da_Bagel said:
https://forum.deadbydaylight.com/en/discussion/comment/2089089#Comment_2089089
Yeah a lot of these challenges are poorly designed and promote bad gameplay. For one of the more recent ones, survivors have to take hits or get safe unhooks 25 times. We already have enough people being overly altruistic because of wglf.
But geez, it's so much fun competing with my fellow survivors to get hook saves because we're all stuck on the same grindy challenge.
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@Skaty said:
https://forum.deadbydaylight.com/en/discussion/comment/2089105#Comment_2089105
I wouldn’t mind but it’s
gg ez
get good
they should be turned into inspirational quotes
Yeah, survivors would message me "gg ez" and I'd respond with "I'm sorry I didn't provide enough of a challenge for you. I'm still learning." or some such thing. Some would actually apologize for their rude messages when I remained calm and polite.
It took me over a year but I did finally turn messages and friend requests off on PS4. It just got old, and the silence is freeing.
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The hatch existing makes these challenges just awful. No challenge or achievement should require killing more than three survivors. Slugging for the 4k is a playstyle that a lot of people don't enjoy doing and most survivors complain about facing. Why make challenges that require one of the most complained-about tactics?
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I like to mess around when I play. I rarely get survivors who feel the same way, though; they usually rush through gens and scram while I'm just like, "But... but... I got you back up instead of slugging or hooking you and everything, and then you hid all match... Why are you so eager to leave with fewer than 10k BP???" (True story, has happened over and over.) A Trickster who does nothing but throw knives and never bothers to fully injure them should be an obvious non-threat. I don't want to farm, that's boring, I'd just like to get use out of whatever perk build I've brought. But survivors often really try to avoid me at all cost. They will go as immersed as they can and immediately run to the strongest loop on the map when seen. Doing that against slow-ass Trickster or super-slow tier 1 Mikey is the same as saying "I don't want to interact with the killer whatsoever," and after a few times of that during a match I take the hint and go afk at the exit gate.
So, with matches more often than not going like that, I understand why more killers don't do this kind of thing. It gets discouraging quick. Me? I don't like playing super competitively; rather than being inspired to bring my A-game, I just turn off DbD and play a different game entirely.
As survivor it's more difficult to be too meme-y, because I have three teammates counting on me not to be a useless sack of crap and I don't want to completely ruin their match. I'll run fun builds, I'm not one for running the meta, but it's more likely I'll be tunneled out than get use out of my perks.
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You basically have to play him as an M1 killer. I think his emblems are bugged, so right now he's getting even worse emblem points by using his power than he's supposed to. I got his adept against a group of potatoes, never throwing a single knife.
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As survivor, I of course don't like it, but at the same time what else is the killer going to do? Their options are limited, and sometimes they can turn that 1k into a 2k+ depending on the other survivors.
Using BT, I've managed to rescue survivors who were being facecamped but were close to the exit gates, so even a 1k isn't guaranteed when the killer does that.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2088416#Comment_2088416
it seems to happen at least once a day for me.
Yuck. I'd try posting about this in either Bug Reporting or Technical Issues. If the error is giving you a specific code, they might be able to pinpoint what's wrong in Technical Issues.
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Before the most recent update the game froze on me when it reached the end screen a couple of times. No errors, just an infinitely walking killer and no stats ever appearing, I was forced to close the game and restart it. Any progress on dailies or challenges didn't count, which was definitely the most frustrating part.
I haven't played enough since the update to know whether or not that's still going on.
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I automatically dislike Blendettes. Playing as Claudette is one thing (even though I often find Claudettes to be bad teammates when I play survivor), but wearing her ninja clothes is another. Otherwise, I try not to be judgmental based on the character chosen, but there are some I'll be quicker to dislike than others (Jane mostly, though the hate towards Laurie from her pre-rework DS days hasn't completely faded).
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When survivors do that crap to me, there are two options: slug (only works if they're cockier than they are skilled), or stare at a wall and go do something else. Any time they waste not doing gens is just them wasting their own time 'cause I'm watching videos or grabbing a snack while they're stuck in the game.
Survivors who want attention get annoyed if you don't give it to them. I know this is true because I've had survivors DC rather than do gens and take the free escape. Since I always play whichever side has the faster queue, I take a bit of enjoyment out of the fact that afterwards I'll get an instant match whereas they just waited in queue for a dud match after which they're going right back into that queue.
I also recommend never waiting in queue to play if you're not playing SWF. A solo survivor match or killer match that goes poorly is made more awful if you had to wait for it. Instant queues mean you get out of the crappy match and can instantly move on to a new match rather than having to sit around thinking about how much that previous match sucked.
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Disappointing.
Trickster's gameplay is weak. The k-pop background is cool and all, but I think he would've been better as a female because, well, look at Yun-Jin's priciest outfit with the blue hair. Killers can get cosmetics that are more complex than survivors' since most killers don't need to crouch. So we could've gotten some great dresses and stuff. It woulda been fun to play k-pop dress-up. Instead, we have a male killer who looks like a discount Jared Leto Joker (who is already a discount Joker). Trickster looks more k-pop-y and less Joker-y with the blue hair, but his outfits are still same-y and lackluster.
They could've done someone who looks like Trickster and have him be a mobster/gangster hit-man or something, sporting the same look and power, it would've made no difference to his design, and we could've had a female k-pop star with all the great fashion that would bring. Would've lost nothing and gained much. Instead we have this.
Also, there's no map. No freaking map. The campfire lobby gives an idea of the kind of style map we could've gotten, but no, we miss out on some cool neon Asian dance club.
Like I said, disappointing chapter.
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I've seen other people say that your own survivor hit box can block GF's box so that you can't reveal him without adjusting for it.
I don't know if that's still accurate or if that was an old problem that got fixed; I don't play against GF enough to be able to offer any help/observations/opinions of my own.
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There's no aim assist that helps killers. The only thing the game has is "aim dressing," which works in the survivor's favor if anything: aim dressing can cause killers to miss hits they should have landed, but it will never help them land a hit they shouldn't have gotten. Even ranged killers don't have aim assist, and Trickster actually has recoil on his knives which is hell to deal with on console.
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@indieeden7 said:
This would make Haddonfield hell again
@Phasmamain said:
Balanced is in a great spot at the moment.
They removed the passive fall stagger because it created infinites and made certain maps way too safe
^ These are spot on. The unlimited stagger reduction was removed because it made maps difficult/impossible to balance. Rather than rework all the maps to balance for Balanced Landing, it was easier and way more sane to just fix Balanced Landing. The devs are not going to go back and rework a bunch of maps unnecessarily to revert a single perk.
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That's rather petty.
There's actually a good reason for the killer to close the hatch: more BP for hooking during the EGC, and also there are challenges that require hooking/sacrificing during the EGC. There are no BP bonuses or challenges for DC'ing. (If the EGC had already started, then yes, it was a dick move on the killer's part, but still not worth DC'ing over.)
When I'm the last survivor and the killer downs me, I accept that that's it. Unless there's an open exit gate, I usually don't bother to struggle because I'm fine with dying. If someone doesn't struggle because they expect the hatch, well, that's not the killer's fault.
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Claudette has the passive ability of being able to disappear into the map like a damn invisible ninja, and that skews her to be one of the more popular survivors. It's annoying. Passive abilities would lead to more of that kind of thing.
Passive abilities would also be difficult to balance for, because they have to be useful without becoming OP when combined with perks. The abilities would either need to be so weak as to be nearly ineffectual or perks would have to be nerfed. They'd create more issues and more bugs. I think survivors being just skins is good. I'd get really annoyed if a survivor who's not one of my prestiged mains got the passive ability I'd want to use. Or survivors would end up with that problem killers have, where you need to put a ton of BP into all of them because they each have a different strength to use with whatever perk build you're interested in running. Is making the game a bigger grind really what DbD needs?
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The killer needs to be about as strong as four survivors put together. Neither side should be OP.
I mean, when a killer is chasing a survivor, that survivor should be like "oh crap, oh crap!" when they're on their own and so another survivor comes running in like, "I got you, fam! Just hold on!" Pallets should help and all, but survivors' strength is supposed to be in their numbers, not in their perks or in the RNG of the maps.
Part of the problem is that balance on the survivor side is a mess. Four uncoordinated solos are doomed. Four coordinated solos are pretty strong. And a coordinated SWF can be really strong.
It's difficult to balance killers when the balance of survivors is all over the map due to so many different variables, some of which the game doesn't bother to help with, really (uncoordinated survivors can sacrifice perk slots to try to be more coordinated... meanwhile SWF can be waaay more coordinated on comms without sacrificing any perk slots). And current matchmaking screws over everyone.
That is my view on it, which is liable to be just as wrong as every other player's view, but there ya go.
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Trickster's not the worst killer; I am.
But in DbD's roster of killers, yeah, Trickster's the worst. He's got a ton of weakness but not a strong enough power to justify them.
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"A killer that has a power like Legion and Huntress all together in one."
Ya know, that's true. He's got the weaknesses of both (Legion: can't quickly down with his power, Huntress: 4.4m/s speed, has to reload from lockers, decreased movement speed when throwing) but without Legion's strength (no killer instinct, no speed bonus) or Huntress's strength (much smaller hitboxes than hatchets, doesn't injure with one hit).
Sluzzy's made a really good point, here.
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If I can stay healthy, I can usually stay out of the Nurse's reach after the first hit by just "holding W." That nerf with the Blink cooldown made it a lot more difficult for her to catch up. Then I use Empathy to watch every other teammate try to do fancy moves around loops and stuff, the things they do against normal killers, and they go down in seconds.
Now, if no one heals me, then I'm usually screwed the next time Nurse finds me, she always manages to get that first hit. Holding w until she drops chase and goes after someone else and getting healed before I get back on a gen, those two things can really help keep me alive. When she's about to Blink on top of your ass, try to be unpredictable, don't do the same stuff each time because any halfway decent Nurse will remember what you do so they can predict your next move.
Nurse is interesting, she really requires survivors to play in a different way from their usual. DbD's gameplay is soooo repetitive, I like that she changes things up. And if the Nurse is really good and we survivors have no chance, well, the match won't last long anyway, so what's it matter.
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The grind is ridiculous and the Bloodweb's RNG absolutely sucks. It'd be nice if they got rid of tiers. It seems unlikely, though, given how people have already been spending BP for years to get those tier 3 perks unlocked.
A good compromise would be to keep the Bloodweb as it is, but only tier 1 perks show up there. After the player buys the tier 1 version, they can put BP specifically into that perk to tier it up. That would cut down on the annoying RNG and horrible grind by a lot. This would also give the devs the option to release perks in the future that are only 1 tier, because I bet the requirement to create perks with 3 tiers has hurt perk design and caused some ideas to get scrapped.
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My first match was Oct 12, 2018. Solo survivor as David with We're Gonna Live Forever (tier 1) on Autohaven Wreckers against a Hillbilly. (No, my memory isn't that good, I recorded it. lol) I spent a lot of time crouching around the map at first. I got a little bolder as it went on, walking and sometimes even running. I tried to work on gens, made a hook save, and failed almost every skill check. Totally died. We only got one gen done all match.
My first match as killer was six days later. Trapper on Groaning Storehouse with Brutal Strength (tier 1). The first person I downed disconnected as I carried them to a hook. The second survivor downed got off my shoulder because I sucked at getting them to a hook. The third survivor I downed disconnected not longer after they got off the hook, I dunno why, I was chasing someone else at the time. I hooked one of the remaining survivors, and the last one seemed to just give up. So, it was a totally meaningless 4k. I got almost 10k points, that's how crap the match was.
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DbD needs a little questionnaire to help it match players together: "Do you care about escaping/killing? Y/N"
Survivors who only care about escaping when I'm not even trying to kill are going to have a boring match against me. Killers who are out to kill when survivors are memeing get a 4k with 5 gens left with like no BP and a de-pip.
Everyone's definition of fun is different, and the game has no way of knowing that and putting the right players together. You can't tell someone their way of having fun is wrong, but when their definition of fun doesn't mesh with their teammates'/opposition's definition of fun, everyone has a bad match, and that's bad for the game as a whole because both casual and competitive players feel cheated out of a good time.
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A "concede" option shouldn't be necessary in most cases. If the game had a little more structure so that matches couldn't go on too long for no good reason, then it'd be fine. My problem isn't gens going too quickly, 'cause at least then the match will end soon, but it is a problem when survivors go immersed and hide for 30 minutes without touching a gen. There's no timer, the map doesn't get smaller or have "danger zones" that force killers and survivors together: if survivors go immersed and avoid gens they can completely avoid interacting with a killer. In a game where it's been shown time and again that players love to make each other miserable, that's a real design flaw.
As survivor, there is an instance where conceding should be allowed: when slugged. If all four survivors are slugged, let me concede. I'll get my points and move on, leaving behind a husk that the killer can hook or mori or let bleed out. If I'm slugged and there's at most one other survivor left, again, let me concede, leaving behind a husk. Sure, there's a four-minute timer, but that can really add up over matches and if I'm cool with letting the killer kill me then why do I need to be there? I've put the controller down and gone AFK at that point, anyway, so the outcome is going to be the same whether I'm still in the match or an empty husk.
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@reeves7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2084958#Comment_2084958
Trust me,you can't see the difference between ps4 and pc gameplay in my case. The problem is coming from the xbox or the survivors internet connection, the frames are fine on my ps4
Just because it's true for you doesn't mean it's true across the board. Every online game I play on my PS4 Pro works fine except DbD. It's not my internet, it's not my system. There are enough people on these forums saying the same thing that there is a problem. If the game works perfectly fine for you, great! You're one of the lucky ones. Enjoy it.
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You seem to have made a typo, there. It's not spelled "killer": it's "console." Console players are treated as second-class players.
In terms of killer vs survivor, I think the devs try, but it's an asymmetric game, 1v4, and that's not a simple thing to balance. Make survivors too weak in a 1v1 situation, they won't have fun. Make survivors too powerful in a 1v1 situation, and it becomes impossible to play killer against a halfway-competent 1v4. Given how the game has so little structure, what they're trying to do might actually be impossible. The way things are right now, in the majority of matches, one side will have fun while the other will be miserable.
The broken matchmaking makes all the problems in this game infinitely worse. Once there's a decent skill-based matchmaking system in place, we'll get a better idea of where the game stands in terms of balance, but it's impossible to determine balance when matchmaking is so borked.
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Myers - default skin - Lightborn (tier 3) and Distressing (tier 1) - no add-ons, I stay in tier 1 all match. (Sometimes I put on Bloodwarden, as well, but not often.)
If I'm not playing the newest killer or trying to get some challenge/achievement done, I'm playing that Myers build.
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Killer controls feel like crap on console, frames drop too often, and the fog makes the PS4's fans get so loud that it's really really distracting. If they implemented cross progression so I could bring my account to PC, I'd do it, but I'm not starting over, I'll just straight up quit playing before I do that.
I used to play to win in DbD, but console optimization never came, dedicated servers made things so much worse, and as killer it began to feel like the game itself was against me when it'd drop frames at the worst times, I'd lose chases because Bloodlust tiered up, aim dressing would have me hitting everything in the environment except the survivor, and grabs only work like one out of every ten times. That kills the competitive spirit. So, I'm now usually in a casual mindset, but the game's matchmaking is ass and it rarely puts me with other players who share my playstyle. I like doing challenges and earning achievements, trying out different perk builds. If I could burn an offering to remove hooks from the map to give survivors the hint that there's no need to rush for their 4e so I could goof off with whatever dumb thing I'm trying to do, I would. Instead, I get discouraged quickly that whatever I'm trying to do isn't going to happen and I just stand back and let them have the win because that's the only thing they want and stopping them was the very thing I never cared about, and I just hope the next match I get survivors who are slower at getting gens done. But like I said, matchmaking sucks, so I get burned out quickly and go back to playing other games, throwing cricket bats at zombies in Dying Light or something.
tldr I play for fun, not to get kills, but that's an alien concept to most survivors I get matched with so the match is no fun for anyone. I mean, maybe a 4e where they didn't have to put in effort is fun, I dunno, 11k and a depip as survivor doesn't seem like that great an outcome but I'm not them. However, it's definitely boring for me so I go play other games.
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They already changed it so that killers can no longer get chase points if they're AFK.
The problem with removing a killer from the game for being AFK is that it could mess with killers doing certain things like using Insidious to pounce on survivors who roam into the basement (they have to stay still otherwise their TR comes back) or killers who are waiting until after the gens are done to utilize an end-game build.
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The fog makes the fans on my PS4 go nuts. It happens big time on the menus, they really need to fix that, the menus should not be resource hogs. But the fans will also go nuts due to the fog on maps and it gets especially bad for Freddy's Dream World and Clown's gas.
This has been pointed out before and the problem persists. They could at least fix the damn menus as a sign that they're listening.
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console optimization
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John Carpenter's The Thing. It's my absolute favorite.
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It's funny to see "Freddy Main" getting filtered right next to the name "Horny #########." Thank god for that filter, otherwise I'd be [BAD WORD]ing offended out of my [BAD WORD]ing mind.
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Personally, I prefer the party starters. I love the confetti.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2082293#Comment_2082293
Obviously theres a wait time if the perfect ratio isnt met. Idk what more you want to talk about with the numbers other than looking at real statistics.
maybe people like to play with their friends. 2, 3 or 4 man party. Hence creating a more skewed queuing. I never queue as a solo survivor.
Too bad you cant have duo killers. that would be fun. I would do that. I love multiplayer games to play with friends. However, If one is hooked all game, then it's not fun for them and not fun for me.
I only queue as solo survivor. Wait times suck. I usually give up and play killer or something else entirely.
Anyway, I was just responding to your comment "I thought there was a drought of killers tho??? Make up your minds" because the person you were responding to said that fewer survivors playing meant survivor queue times would get faster, which is accurate if there aren't enough killers to go around. So, his statement was in agreement with there being a drought of killers, yet you responded as if he were disagreeing with there being a drought of killers. That's all I was trying to say.
In a recent Q&A the devs did, they responded to a common question of "When are you guys going to fix survivor queue times?" and they said that there's nothing they can do about it if there just aren't enough killers. It was implied that, at least during peak play hours, there are not enough killers.
A two-killer game mode would be amusing. Unfortunately, the devs are still trying to balance their one game mode, plus they seem afraid of splitting up the playerbase between multiple modes. It's too bad, I think a lot of people are bored with the game as it is now and would like a new mode or something else to change things up.
Anyway, yeah, killer is a lonely job. It's not surprising at all that more people would rather play a game where they can chat with friends than one where they're alone against four people. A two-killer mode is about the only thing the devs could do to make killer more social and so bring over more players who want to play with friends. Otherwise, anyone with even one friend to play with is going to choose survivor.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2082270#Comment_2082270
You don’t have to chase them to be fair. At that point they are a hinderance to the team
This one time when I was nice to a survivor and didn't slug them when they got unhooked but instead chased the unhooker, and the unhooked survivor actually threw themselves between me and the unhooker and was throwing down pallets and vaulting them over and over trying to force a grab.
It's still one of the more dickish things I've seen. I lost track of the unhooker because of that.
But, anyway, crap like that is why I'm against pausing the timer during a chase. During the main part of the match yeah, it means they're not doing gens, but during the EGC it just means DS will be even stronger. That's also why I don't think DS should remain active until another survivor is hooked, because during the EGC you can quickly end up with no one else to hook.
Unless part of the new conditions also include DS not activating once the exit gates are powered. Then one of these changes might be reasonable.
Although, with DS deactivating when killers hook another survivor, I mean, why would survivors be so eager to put their perk's deactivation in the killer's hands? The killer could damn well abuse that and get around DS entirely just by slugging someone right after they're unhooked and then downing the unhooker. Right now, DS deactivating before the 60 seconds is up is totally in the survivor's hands. Seems like a really bad idea to give killers control over your perk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2082006#Comment_2082006
It's a 4 to 1, survivor to killer ratio...
Yes, it is. So if there's a shortage of killers when the game only needs one killer for every four survivors, that shows just how large a percentage of the playerbase prefers to play survivor.