TragicSolitude
TragicSolitude
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There are so many cool builds you can do where you stack haste and its far from OP but it is funny.
They're far from OP because haste perks are kept extremely weak because they can stack. It's also a balancing nightmare to have perks that stack like that, and it limits what new perks they can create.
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911390#Comment_3911390
I think it could be region. I watched Choy streaming last night (he's Germany) and he was playing Left 4 Dead for 10 minutes while waiting for a killer game. It was a long time. The games were shorter than the queues like a roller coaster
I was not thrilled about the killer-only event Tome challenges. I waited something like 8-10 minutes in the killer queue to kick a blood gen, another 8-10 minutes to hit someone carrying a can, etc. This isn't as egregious as killer-only 2v8 challenges, but with the current state of the queue BHVR needs to update the Tome so the killer-only challenges have a survivor option. They don't need to force people to play a role that's already overflowing with players. They're clogging up the queue further with people who don't want to play the role, they're just going to complete the Tome challenge and then watch YouTube while the survivors do gens.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911071#Comment_3911071
On the other hand you have Singularity and Onryo who mess with the blood gens by needing to do their objectives too, so it's give and take.
Also as killer I only really have issue against timewaste squads who have second chance meta on everyone. Generally against solo/duo queues I don't notice much a difference to normal mode (I dont run regression on normal either). So It's like great for someoen like me who wants lots of bps.On the other hand you have Singularity and Onryo who mess with the blood gens by needing to do their objectives too, so it's give and take.
Give and take sounds too nice, makes it sound like BHVR might've accidentally done something right here. But the reality is that some killers were shafted and others were gifted with an unfair interaction. Whether that was an oversight on BHVR's part or indifference, I wouldn't know, but it shouldn't have gone live this way.
The point gains for survivors are abysmally bad, and the way killer powers do or don't interact with blood gens is inconsistent and unfair for both sides. The event feels half-baked in its implementation.
Generally against solo/duo queues I don't notice much a difference to normal mode
Yeah, this is where I'm at as survivor. I was getting slaughtered in event mode as my teammates waited for everyone else to do the work so they could snipe the bonus BP for completing the gen. In normal mode I get slaughtered because my teammates are outright afraid to touch gens, so the difference is negligible other than I was earning garbage for Bloodpoints in event mode. I like cleansing totems more than sitting on gens hitting skill checks (meaning I should be all over playing the Blood Moon and enjoying the blood gens), so the event feeling especially unrewarding for being saddled with frustrating teammates is unfortunate.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911073#Comment_3911073
that's true! There are fun perk combinations which people use to be silly and fun that would be affected by this idea.
I'm mostly on about the Same exhaustion/Unbreakable/Windows/OTR builds that waste so much time even if you're not trying to go for the one person. Others body block with them while you aren't trying to tunnel and while it's fine for solo Q as it makes sense these perks exist, in the sense of a stacked SWF communicating they are just straight on gens.
but nerf said perks and you make solo even worse, and I feel this is one of the sore spots of this game where both sides disagree because Solo and Killer have clashing viewpoints.
limitations are never fun, but neither are nerfs, it's a dilemmaI'm mostly on about the Same exhaustion/Unbreakable/Windows/OTR builds that waste so much time even if you're not trying to go for the one person.
Totally, I get that. It's tiresome that solo queue, the weaker role, sacrifices stronger perks for info perks, while the strong role doesn't need info perks so they can stack up on second chances and what not making themselves even stronger.
Unfortunately, if we stop SWFs from stacking perks, all perks get affected, even silly ones. If BHVR tries to create categories of perks and each survivor is limited to one of certain types, then BHVR's problem-solving method of using band-aids to fix gameplay problems comes to the forefront because survivors become limited on which gameplay issues they can put a band-aid on.
One of the healthiest things for DbD would be if every killer were treated individually. Have survivor perks affect each killer differently to account for that killer's strengths and weaknesses. Like DS having a longer stun on Nurse but a shorter stun on Trapper. But at this point the game has so many killers and perks that it would be unreasonable to create unique interactions even for just the most impactful elements. Instead, weaker killers are begging for lube when put against survivors running the meta, but stronger killers need survivors running the meta to even feel anything.
Sorry I have no solution to offer. The problems are easy to spot, but each potential answer is strangled by the tangled mess that is DbD's game design.
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My friend and I both run Bardic Inspiration. If DbD takes away us being able to play our lutes together, we would probably lose the will to play the game.
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@scoser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910967#Comment_3910967
Killer players spamming the ghoul and survivors refusing to play against it skewing the amount of players on each side is a separate problem from making most other killers have a terrible time in the event mode.
In my region/MMR, I'm hardly seeing the Ghoul. Maybe a max of once every seven games. It was like that in the event mode and it's like that in normal mode. Hell, I played for hours today and didn't see the Ghoul once. But I still quit playing survivor in event mode the moment the community Bloodpoint multiplier was extended to normal mode because I just wasn't having fun in the event as survivor. Nothing to do with the Ghoul.
If killers want the event to be more killer-sided, I personally don't have anything against it. Since normal mode still exists, BHVR making the event more killer-sided wouldn't really matter that much to survivors as survivor queue times are instant in both normal mode and event mode.
Edit: You know, I just wanna mention, I feel really bad for Pig in the event mode. The blood gens really should work like regular gens for her power. She gets shafted way too often.
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The event might be survivor sided just because BHVR needs survivors to play it. I don't know what it's like for you, but for me the killer queue is long as hell and survivor queue is instant. Not really much reason for BHVR to make the event more killer sided when the killer queue is already overstuffed.
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Happens if I try playing killer on Switch. Unrelenting is a very common killer perk on Switch because of the whiffing caused by the severe input lag, low fps, and low sensitivity. (Almost every time I go against a Switch killer, they have Unrelenting.)
I try very much to avoid playing killer on Switch.
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@WeaverReaver42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910262#Comment_3910262
Disregarding the people assuming the ghoul is the sole cause of everything wrong with the queue right now- it's actually rather simple.
Survivors are the biggest problem, ironically.
The way the other people play is consistent and without skill. I try to go a support build? Even if I am the only one doing so, everyone else rushes towards hook like flies to dung. None of them actually benefit for getting the person off beyond the blood points, so my build is useless because people who aren't even using a kit that makes them more effective at it try to "save" another survivor- even when it just means they are more likely to lose ANOTHER hook state because the killer followed them running across the map to the hook. I try to do a gen build? Great, now we have 1 survivor consistently doing gens- except I'm lucky if I'm not forced to keep chase the entire game because all the other survivors can't last more than 30 seconds running from the killer. That would be fine, except even when not being harassed by the killer I see them doing nothing. No Chest, No totem, no generator, no healing. Doing not a thing.
When they get hooked? 9 times out of 10 they are rushing themselves to the second hook state, assuming they don't just go all the way and immediately spam the skill check to get them at the final death by the time I reach them.
The devs added an anti-face camp feature. The only downside was if a survivor kept hanging around as the killer camped- they essentially wasted their own time while also making it take longer for the survivor to be able to get off the hook. The solution would be simple: if a killer is camping- rush gens while they do so and punish the killer for playing that way. You don't hear about them doing that at all.
The Devs gave survivors Borrowed Time without needing the perk, and then made the perk increase the duration that effect lasts. Survivors still say tunneling is a problem, even after they are given endurance and haste when they get off the hook.
Survivors can't communicate? They add a UI to let you all see what others are doing even without using a perk. No changes in how survivors play, everyone still upset that other survivors aren't being useful.
The devs add more things to help survivors over time, and yet survivors never even imply things have improved. Why?
Because Survivors are what holds the role back, not mechanics. The devs need to actually start having negative consequences to punish players who sabotage their team (I'm sure you can think of plenty of ways that someone can sabotage their team. Simply make that an experience WORSE for the person doing it). Killing yourself on Hook? If you try to unhook yourself too consistently, and then also don't hit the 2nd hook state skill checks? Lose all of your survival category blood points. It requires a specific habit of behavior that makes the game harder for those in the match with you to win, and doesn't affect players unless they specifically are the ones doing it. Hit your skill checks on hook? Then you don't get the penalty, same thing for not trying to get off hook. Both of which mean you take longer to die and allow the team a chance to save you/win the game.
I'd LOVE to play survivor consistently, but it's OTHER SURVIVORS that make it a chore, not the game itself.
I agree with you there. My teammates are the worst thing about the game. I take long breaks from DbD because this 1v1v1v1v1 thing just isn't fun.
About the only thing that can fix the problem of bad teammates is smarter SBMM. Right now the matchmaking is garbage. I trace back pretty much every problem I have with survivor gameplay to SBMM and the reward system in general. In normal mode I'm having teammates hide in nearby lockers and wait until the gen I'm working on is 98% complete before they come out and tap it for that little 1k BP bonus (okay, with the community multiplier that's currently 3k, but they're being freaking useless all that time hiding in a locker). Completion bonuses on gens highlight BHVR's backwards thinking that the outcome is the only thing that matters. In a game where survivors are only meant to win 40% of the time, the gameplay and participation should be the important part of playing survivor. If the outcome is the only thing that matters, which is what SBMM seems to think, then playing survivor really sucks.
Edit: I know there is supposed to be an update to SBMM in the QoL updates BHVR is doing. Obviously, whether or not it will improve anything remains to be seen.
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Well, you're saying that everyone wants to play killer, including yourself. Why is it you don't want to play survivor? If even the queue bonus isn't enough, what would you change so that more people would play survivor?
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It seems better to have a single perk do something well rather than stack two weak perks to get value in some niche situation. I'd prefer stronger perks, but as long as perks can be stacked, they can't be strong. Stacking is a balancing nightmare. I'm amazed they've been allowed to stack for so long.
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It's probably because the actions of others have a disproportionate effect on us in this game. They burn a better BP offering, we get another 100% added to our BP bonus. They go about saving us the wrong way, the match is over entirely for us. They teabag the killer, we all get bled out for four minutes and don't get to complete our unhook challenge. So, people end up feeling entitled to telling others what they should do. Some people are trying to be helpful and give good advice, not everyone's motives are selfish, but the way this game is designed does foster a it-pays-better-to-be-selfish feeling amongst the playerbase.
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I have an instant queue in normal mode, the queue bonus is often 150% vs 25% for the Blood Moon survivor queue, and working on normal gens actually earns points (especially co-op) plus there's a 1k bonus for popping the gen since it counts as an event gen.
I am personally earning way, way more points in normal mode.
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WHAT IN GOD'S NAME?!
I just did a match where all I did was swing around and grab attack people over and over, trying to get used to his distance and what not. I got 2,795 Deviousness BP. That is so unacceptable! What is it the devs are expecting him to do in a match?! I downed everyone at least 3 times (meaning I interacted at least as much as would be expected in a 4k match) and did the grab attack way more than was necessary for winning the trial.
I really want to know what it is the devs think is going to happen in a match that would earn the Ghoul a decent amount of Deviousness. It was about a 22 minute match because they barely touched gens for a while. 22 minutes and I got 2,795 Deviousness BP. I had fun swinging around, but not I-don't-mind-getting-barely-anything-for-22-minutes-of-my-time fun.
I don't want to play the Ghoul if he doesn't freaking earn BP for using his power. That's garbage.
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Pretty sure you don't. The survivor has to put it down voluntarily, which they have no incentive to do given that the canister leaks until it totally disappears when it's on the ground.
I've been putting down canisters for killers. Very few kick them. Even when I point at the canister, the killer just seems confused.
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@6yXJI0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908082#Comment_3908082
I stick to normal gens now. You get 2000 For Gen + 2000 Finishing Gen + Skillcheck Bps.
Yeah, I'm getting close to that. My friend has joined me and we're trying to coordinate doing blood gens together, but even still we're getting sniped. "No plan survives contact with the enemy."
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I don't even want to touch the blood gens at this point, I'm so tired of it. I'm earning nothing because they keep getting sniped.
It's what, 44% of a gen in 1 can. 44 points for pouring the full can into a gen. Then someone comes in, snipes it, and gets 2512 while I got 88 BP for doing the bulk of the work with the first 2 cans.
I'd rather do practically anything else than trudge through this event that rewards hiding and waiting for everyone else to do the work so another survivor can rush in and take the reward. At least if we all die we're doing something as a team.
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Yeah, this is definitely a problem. Survivors earn a tiny bit of points for filling the blood gen to 99% and whoever gets that last 1% gets the major bulk of it. This is worse than in other events.
If BHVR is really so against every survivor in the match being rewarded for the event gen (which is silly, because again, team effort), why can't BHVR just give a crapton more BP when working on an event gen? There's no need for the act of finishing it to award any BP whatsoever.
A blood gen takes 2 full cans plus a few more drops to complete it. I keep seeing survivors run in and do those last two drops after someone else has done the first two full cans. They don't even try to wait for the first person to return, they snipe it. Why are events always designed like this?
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907464#Comment_3907464
These modes exist to allow players like myself to get away from the very stale game play that is normal DBD. Either way, they'll never implement any of it into the actual game. Just bread crumbs. I guess it's better than nothing.
I'm disappointed the event modes haven't been crazier, really changing up the objective and what not, since anyone who doesn't like it can go right back to normal mode. In the event mode BHVR could test huge changes and see how they play out.
I wish they had put the piles of snowskulls from the winter holiday event on the Ormond maps. I miss the snowskulls so much. Snowball fights were one of the best things to ever happen in DbD. I'm probably alone in that opinion, though, which illustrates exactly why BHVR keeps these things relegated to a separate mode: everyone has their own idea of fun, and normal mode is the bread and butter of this game, it's always populated no matter what other mode may be active.
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Too scared of all the crybaby console players
???
If only it wasn't part of a mode.. BHVR still doesn't have the balls to implement anything new into the main game mode
You know why modes like this exist, right? I mean, events didn't used to take place in a separate mode, it all used to be one queue. The "serious players" complained to high hell about how every little thing added ruined serious gameplay. They want their gameplay loop to remain as it is. Nothing to do with PC vs console. Hell, console players are usually more casual; if you're serious about the game, you need the performance of a PC and the precision of M&K. If you're on console then you have to deal with the input lag, the lack of precision of an analog stick, the low fps, and the (sometimes debilitating) frame drops, and taking the game seriously will drive you seriously mad.
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Absolutely. Event gens in all events should always reward the BP to all survivors in the trial when completed. Getting a gen complete is a team effort, whether or not you're on it when it pops. Plus, only awarding it to the survivor(s) on it when it pops encourages survivors to try to steal the last few bits of the gen to get the quick BP.
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Without Fixated on it feels extremely tedious. With Fixated on it's…. slightly less tedious. It gives damn near no Bloodpoints doing it, you have to be the one to finish filling the gen to receive the BP. If it gave more BP for the effort and awarded everyone in the match BP for the generator popping, I'd be happier.
Also, what is your opinion that it is an intended feature that no perk (both sides), addon, and killer power applies/works with blood generators.
Well, BVHR said it's that way because they're testing the feature. The blood gens work so differently from normal gens that regression and slowdown perks not working on them makes sense. Ditto for survivor perks. Killer powers and perks like Fire Up not being activated by blood gens seems bad, though.
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@eacyt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907431#Comment_3907431
Im in canada so i guess NA lobbys and im iridescent 1 but yeah u must be lucky
I will say, I've had some weird matches so far during the event. Like, one was a Demogorgon who only got one hook at the very end of the match. He seemed to be struggling and I thought he was a baby. I got to the end screen and saw he was a prestige 100. I still have no idea what he was up to. He didn't act friendly. Maybe it was a newbie on a friend's account, I don't know. And I got a poor baby Hag with no perks who got crushed because no one else was a baby. Matchmaking never makes any sense.
I think I'm on the east coast NA servers (could we be west coast, I'm smack dab in the middle of NA, but I think I get put on east coast servers).
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@eacyt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907406#Comment_3907406
You are either lying or just extremely lucky, ive been counting how many games ive got ghoul to calculate the pickrate out of my 23 games played today 19 of them were ghoul.
Not lying. Maybe lucky. But like I said, I only saw him a few times yesterday. After the first two days of his release, I've seen him less and less. Maybe it's an MMR/region thing.
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@eacyt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907400#Comment_3907400
I think they killswitched the event to fix ghoul or something major, im so happy though this is exactly what needed to happen, game is in a really unplayable state right now
Both the event mode and normal mode are giving the error when attempting to get a match. I haven't seen the Ghoul once yet today doing the event. I only saw him a few times all of yesterday. The game is perfectly playable. Well, except for right this minute, when it's literally unplayable because I get an error rather than a lobby.
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Happening on PlayStation 4 as well, in both killer and survivor queues in Normal mode and Blood Moon mode.
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@tech said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907381#Comment_3907381
This here is what I learnt from the devs aswell which is implied that it is intended, does it feel good? No. But it's the vision they wanted so it is not a bug.
I do really enjoy this killer but I can see the frustrations of the survivors, I just hope they get a good middleground and not like poor old skull merchant.
I think giving the survivors a better animation on their side during the stun would help. Right now, they just stand there and it looks like a bug; my friend thought it was a bug the first time it happened to him. As you watch the stun in 3rd person from behind the survivor, there's not enough happening to justify being locked in place. It needs more animation visible to the survivor player happening during the stun.
That's my opinion, anyway.
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@tech said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907365#Comment_3907365
Didn't they say its intended? Which is kinda crazy that it is if so.
I am sure changes will happen but to kill switch the brand new killer would be bad for both people enjoying the new killer and for bhvr as a business.
Didn't they say its intended? Which is kinda crazy that it is if so.
I think it's because his power uses hitscan, which means it's not that getting hit through walls is intended, it's that it only appears the survivor is getting hit through a wall and it's a side effect of how his power works.
Because Kaneki has to bridge the gap between himself and the survivor, there's a bit of time after the hitscan registers during which the survivor can move, like behind a wall. The hit has already been decided, but the survivor doesn't get stunned by it until Kaneki reaches them and does his rage animation. The other option, beginning the stun the moment the hitscan registers, would be awful.
I've seen someone else say his power is hitscan because the devs tested it otherwise and he was simply unplayable, he couldn't land hits. That's hearsay and I don't have the original source for it, but trying to imagine it myself I absolutely believe that's true at least on controller if not also M&K.
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I'm also tired of event generators only giving completion points to survivors on the generator when it finishes.
I complain about this every event. You do 99% of the generator but get chased off, often because a teammate leads the killer to you, then the teammate pops the gen and gets the event points as a reward for sandbagging you. Everyone alive in the match should get the points for the event generator popping.
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Almost every time a killer is released, whether it's OP or not, people cry "OP!" It will get adjusted. It always does.
The chapters are not where BHVR makes their money. Cosmetics are where BHVR makes their money, that's why they cost so much. The chapters are kept cheap so everyone can afford them and play as the new characters, and the cosmetics are expensive because they're optional. Characters and perks in the chapter being OP are because BHVR is not good at balancing their game, especially not new additions, and so they playtest it on us and adjust accordingly. Even if there was a monthly fee model, things would still release OP because it's not about money, it's about using us and the data they get from us to figure out how to balance things. (Not to mention, things aren't always OP, sometimes it's just that players need time to learn new strategies.)
Edit: I'll just take the extra moment to add, I'm on console, I will never pay a quarterly fee to play this game. I already have to pay yearly fees on PS4 and Switch to play online, and even if I didn't, I would uninstall this game before paying a subscription for it.
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@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906975#Comment_3906975
I understand how weird it feels in DBD. I think at one point I tried to up the sensitivity on DBD before I was really used to the idea of upping controller sensitivity, but it felt so wildly loose that I changed it back quickly. I've only put it back up and left it up after adjusting to having high controller sensitivity on all games. But I agree that it feels wild and loose at the beginning on max sensitivity.
On another note, It's interesting how universally hated the AA is. It's really difficult to say that it ever gets us hits, but it's really easy to see how it makes us miss.
On another note, It's interesting how universally hated the AA is. It's really difficult to say that it ever gets us hits, but it's really easy to see how it makes us miss.
I think Kaneki is the only killer with any sort of aim assist, and that's for his power. When you play killer and a survivor runs in such a way that your M1 gets yanked into hitting a tree, that's aim dressing. Here's a dev explaining it:
The reason aim dressing causes hits to miss is because (if I remember the explanation correctly) the system first checks to see if the survivor is in the cone, then it pulls the killer towards the survivor, then it checks again to see if the hit still connects.
Dead by Daylight's aim dressing wasn't coded to help killers get hits. It can only cost killers hits they should've gotten.
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@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906590#Comment_3906590
I think it was Doom Eternal that I originally set to max sensitivity to play on the hardest difficulty. Since then, I've gotten used to that "loose" feeling of max sensitivity. While it will probably never be as good as MnK, it's enough for me to be good with Singularity and, surprisingly, Blight.
Honestly, though, I agree with you about optimization. The gulf between PS4 and PS5 is also massive, with most of the frame rate drops gone on the PS5 version, while the PS4 version can have games ruined by it. Lag's still there on PS5, though. I can hit the skill check button over the white zone and still only get a "good" result.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906596#Comment_3906596
It's always felt like "functional" is the goal for console, considering the optimization of the console versions and the fact that the only adjustable setting we have is sensitivity.
I wish they'd try more with console versions, particularly FPS like you said. Switching to a higher FPS on Doom Eternal and Overwatch was a night and day difference. The ability to adjust the game's Aim Assist would also be welcome, given how many whiffs it can cause.
I think it was Doom Eternal that I originally set to max sensitivity to play on the hardest difficulty. Since then, I've gotten used to that "loose" feeling of max sensitivity. While it will probably never be as good as MnK, it's enough for me to be good with Singularity and, surprisingly, Blight.
I envy you. Sincerely. I really wish I could use max sensitivity, but I probably would have struggled even in my prime. I'm considering again trying to slowly increase the sensitivity over time, but I think I'm simply unable to get past a certain point in terms of fine motor control and reaction time.
The ability to adjust the game's Aim Assist would also be welcome, given how many whiffs it can cause.
Ugh, DbD's "aim dressing." It's not even aim assist, it's not useful, it's for appearances and it only costs us hits. I wish BHVR would fix it, there are years of complaints about hitting trees and rocks on these forums.
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@Bad_Medicine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906118#Comment_3906118
He would still be hitscan, which Huntress, Deathslinger, and Trickster are not. If you click the hitbox you're still guaranteed the hit with no chance to dodge, the hitbox would just be smaller. The enormous hitbox is actually often frustrating when playing AS Kaneki - I'll want to latch onto the environment NEAR a Survivor to slide past them and cut them off, but the hitbox/grab icon takes up such a huge chunk of my display that I literally can't.
I didn't say don't tone it down; I simply said it shouldn't be a skill shot. The original poster said "the Kagune Grab should be way smaller. As small as the icon that pops up when you're aiming." That would gut him for many console players. Analog sticks are not precise—the higher the sensitivity the less precise they are—and DbD doesn't have dead zone or response curve settings. Hitscan doesn't matter if the target is tiny and moving and the player is never able to maneuver to it and hit the button fast enough to get the hit. That's before input lag, frame drops, and the low fps come into play. Console performance affects every aspect of gameplay, and the more precise mechanical skill required, the more console players are excluded from using it. There must be some happy medium where he's usable on both PC and console.
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No fun allowed.
As survivor, I think it's enjoyable to see a Deathslinger land an unexpected shot. And it looks fun to do; these kinds of mechanics are fun to play around with in games.
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@chatgiraffe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906700#Comment_3906700
Yeah. That's not my point. It allows Survivors to leave matches whenever they want by having everyone get downed, or lets the last survivor DC early to avoid seeing the Killer actually mori them. Which are both just pathetic reasons to leave, and shouldn't be a mechanic.
lets the last survivor DC early to avoid seeing the Killer actually mori them
This was highly requested on the forums. I personally don't see the need to do it, but some people really don't like watching the mori. I also don't see why it really matters from the killer's perspective. As long as it doesn't interrupt the mori (it doesn't, does it? because that would not be okay), the killer gets to enjoy the animation; whether or not the other player witnesses it is irrelevant.
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@KayTwoAyy said:
I didn't pay much attention to the notes on this update before… am I understanding correct that its 10 minutes without completing a generator (and no other stipulations)?
I'm sure every solo queue player has experienced more than a handful of 15+ minute games in which not a single generator is complete, or the first 2 generators are complete and nothing after. I don't know about anyone else, but being able to complete a generator in those harrowing trials is a small victory.
Now you're telling me the killer can start a timer and play for stall?
Slap on every gen slowdown, and you've found yourself a new win con.If that becomes true, then hopefully the devs will change it.
Giving the killer the option to surrender and kill the survivors when no gen has been completed for 10 minutes is the unfortunate consequence of a large number of survivor players saying, "I don't have to do gens. My objective as survivor is to survive. That means not dying. So I'll just stealth around the outskirts of the map doing nothing until everyone else does gens or I get hatch." (Or I'd find survivors hiding together trying to get me to DC when I played killer.) I left a lot of matches as survivor because I had multiple teammates doing that, and it only took a minute of spectating to know the killer was about to be stuck in that match for another 30 minutes because he was patrolling gens that no one had any intention of getting near.
I've had more than one person on these forums tell me I was entitled for thinking my teammates should touch gens, arguing that stealthing around the edges of the map was a legitimate playstyle. So here we are, an extreme way to deal with something that shouldn't have been happening in the first place, but DbD doesn't have structured gameplay, so the devs look for band-aid fixes to the problems they've allowed to become widespread.
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@Glaive said:
I personally believe they have massively underestimated console players, they stated they didn’t want the tentacle grab to be a skill shot because it would be too hard for console gamers to land hits, so they made the auto-aim the equivalent of a mobile game. Yet console players can use tennis ball pin prick Deathslinger, Nemesis, Xeno just fine without auto-aim, I don’t get it.
console players can use tennis ball pin prick Deathslinger, Nemesis, Xeno just fine without auto-aim
Maybe some console players can, but a lot can't. Deathslinger and Xeno are miserable when I've attempted them, it's easy for survivors to dodge when they move faster than I can adjust the aim. I main Nemesis because 1. the zombies aren't hurt by the performance problems, and 2. his strafe. Without the strafe, I'd miss the majority of shots with his tentacle.
@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906445#Comment_3906445
I agree. As a console player, it isn't that hard to learn how to shoot skill shots and rapidly redirect with dash killers, especially if you max your sensitivity. The only thing that a MnK player can always do better is flick and 180 turn, I think.
I tried to play with max sensitivity for at least a year if not a few years on PlayStation, and I even tried slowly raising it higher and higher over time so I could adjust, and I finally had to give in and put it back down to 80% or lower. It felt like the camera swung wildly and I had no control. On Switch I've always had to keep it very low because the fps can't keep up with fast camera movements.
It's not just about speed. Mouse allows for precision that an analog stick simply doesn't. I play Dying Light 2 on my laptop and whenever I pull out a firearm or need to make a precise shot, I take my hand off the controller and use the mouse. It takes no thought, no skill, it's smooth and easy to just head shot everything on the screen. And I'm not an fps player, I'm not an amazing gamer, hell my hands are shaky, but I can point and click, and tracking moving objects is a seamless experience when the mouse is basically an extension of my arm.
DbD doesn't even have dead zone or response curve settings, but it has ranged attack killers with very little room for error. It's madness. It's not just the analog stick, either. Console has input lag (I played Huntress on PC once… holy hell the way she immediately released that hatchet felt so good), low fps, and frame drops. The input lag is no joke, the difference in skill check timing between PlayStation and Switch is abominable. DbD's lack of optimization for console affects every aspect of gameplay.
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@ChurchofPig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905529#Comment_3905529
I agree which is why I'm so confused that people think it doesn't belong because "it's an anime." I want them to tell us WHY that matters? It's a horror anime? I saw one person say because anime's can't have slashers, but like… says who?
Anyone who says anime/manga can't have slashers just needs to be directed to read Pumpkin Night.
In terms of why some people are narrow-minded about anime, I agree with what someone else in this thread said: a lot of people don't understand that anime and manga are mediums, not genres.
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If we could separate normal Dracula from wolf Dracula, the latter would be a tier of its own. He is the cutest puppy ever and even if he bites my hand off I am going to pet him.
Sorry, that's not really constructive, I just wanted an excuse to squee about Dracula puppy. I'm not sure where I'd put everyone myself but I support your tier list. On a somewhat (not really) related note about a cutie patootie, I saw an adorable Basement Bubba today: I gave him a lunchbox, played him my lute, and put my mirrored illusion on the basement chest as a joke. I think he was amused. Always support your local basement Bubbas: it's a lonely job protecting that chest from pesky survivors.
❤️
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@danielmaster87 said:
I've just never agreed with the survivor wiggling having literal impairments to the killer's movement. I get that it's for realism, or just to be another thing survivors have going for them, but any other game would've just stopped at the struggling on the shoulder animation. The mini game aspect is valid, and I've never really thought about it that way. There was a lot of pushback when the skill check version dropped, because hitting all greats led to wiggling off 1-2 seconds faster, which can mean everything in this game. But I'm basically accustomed to it at this point, and don't really complain about it. I just don't like carrying a survivor making me move slower AND I can't even walk straight, bumping into doorways and crap, hence why I hate Boil Over.
Another PlayStation player, right?
Yeah, agreed, dealing with wiggle sucks. Boil Over is especially painful, and I don't understand why it still exists in its current form when it's so lopsidedly strong against console killers. It's annoying on PlayStation, especially getting stuck on doorways. It's a nightmare to go against on Switch: it feels like I'm up to my knees in quicksand or something.
On a related note, Iron Grasp is a super comfy perk to run. (Not a perk I'd recommend using when playing to win, just comfy.)
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I already saw Kaneki a lot less today than I had the previous two days. A lot lot less.
Even if the event is dominated by the Ghoul, I think the fact that survivors have a huge new slowdown thrown in with nothing added for the killer is what's really going to turn the event mode into a slaughter. It's good that generator perks don't affect the event gens, but I'm not sure that's enough when survivors are forced to take huge risks that slow them down to do their main objective.
I dunno, events are usually awful. I guess we'll see how this is going to play out in a couple days. I just hope the event isn't so miserable that everyone goes, "I'll just wait until it reaches 500% to play," and then nobody's playing so it never reaches 500%.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906089#Comment_3906089
The disparity between playing killer with a controller vs. M&K should not be as massive as it is in DBD. There's no options for dealing with the deadzones in the sticks, the input delay is much more pronounced than way more demanding games, and a few years back they doubled the sensitivity of the controllers and said that's it that's the max we can do.
Any killer needing super quick camera swings and movement and aiming always feels unresponsive and clunky. For DBD it always seems like using a controller is forgotten when designing killer powers, and that is frustrating. The Ghoul's very generously wide hitbox feels like a late development addition not thoroughly tested when someone there tried it with a controller finally. Yet another reason for expanded PTB's.
They're adding M&K support sometime this year to the consoles, and I'm very glad that is way overdue. But how will it feel? How responsive will it be? We shall see. But very likely most of the largest portion of the playerbase will still use the controllers they have I think. That should be kept in mind whenever they design killers much more than it has been over the years.
I get @TragicSolitude's view and concern here, though I doubt console-only matchmaking will never happen. That disparity of killer performance is just too large depending on the platform. And it goes back to how this game was made.
An overly suspicious mind can think our PC cousins can get "gatekeepy" while they express their concerns with suggestions that will have an effect on what otherwise would be thought of as skillful play.
Yes! Thank you, yes. I agree with what you said and I just want to expand on it a bit.
they doubled the sensitivity of the controllers and said that's it that's the max we can do.
Increasing the sensitivity was good, but it was only useful up to a point. As much as I've tried to use it on max after that update, the camera swings too wildly for it to be controllable. The need for dead zone and response curve settings cannot be overstated. However, on Switch specifically, I think controlling a fast camera is simply impossible due to the low fps.
Increasing the sensitivity beyond what we have, especially with the current limitations, probably wouldn't be useful for the majority of players. I really don't understand why we don't have other controller settings, we have been requesting dead zone and response curve settings for years.
Any killer needing super quick camera swings and movement and aiming always feels unresponsive and clunky.
So, so many killers feel unresponsive and clunky. Killers that require quick precision aiming are unplayable for most. It goes even further than this, though. Because survivors move faster than a console killer's camera, Legion getting kicked out of his power for whiffing is a huge detriment to playing him on console.
I see a lot of killers on Switch run Unrelenting to try to deal with the fact that whiffing is simply a way of life. And I see a lot of console killers in general run Lightborn to make up for the slow camera movement and input lag. We "waste" perk slots to deal with the mechanical limitations that BHVR ignores.
An overly suspicious mind can think our PC cousins can get "gatekeepy" while they express their concerns with suggestions that will have an effect on what otherwise would be thought of as skillful play.
BHVR used recoil to make Trickster "skillful." PC hardly felt the recoil at all, but it made him unplayable on console. The difference between an analog stick and mouse is not a small thing. If BHVR turns the Ghoul into a skill-shot killer, it'll kneecap console killers but PC with precision mouse aiming will be fine. They'll dominate with him and say it's okay because he takes skill, the same argument used with Nurse, and the Ghoul will require more nerfs to things like speed, distance, stun time, etc. if PC is to actually feel it.
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I think the hitbox of the Kagune Grab should be way smaller. As small as the icon that pops up when you're aiming, really.
If BHVR does that, every single console player who bought Kaneki should get a refund. He'd become as painful as Huntress, Deathslinger, Trickster.
Making the hitbox a little smaller so that people have better control aimimg around survivors makes sense. Nerfing the length of his grabs makes sense. Making him a skill-shot killer would destroy his playability for a lot of people due to the mechanical limitations of consoles.
If Kaneki gets nerfed, I'd really like it to be things like stun times or distances. BHVR tried to handicap Trickster's power by giving him recoil, which PC players barely felt but it made him impossible to play on console. Making Kaneki's hitbox small is going to have a similar effect, only console players are going to really feel it because PC players have precise aim with a mouse.
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@imabakedpot8o said:
Press a button to open the chat box and type your message. I'm seeing someone say use the cursor to press on the chat box which would be too much hassle with the short amount of time people usually spend in EGC. Pre-selected chat buttons are a good idea but only if you can also type a custom message. Like how Rocket Leauge has done it. Otherwise there's no point in even implementing it imo.
but my preselected chat options would be stuff like
GG, Nice Loops!, Well Played!, Good Chase! etc.
Mine would be like:
(for survivor):
Great teamwork! I had fun.
(for killer):
Thank you for the memes!
Sorry, I have no idea what I'm doing.
Sorry I wasn't great, I'm on console.
Switch-specific: Sorry I sucked and was about as threatening as a lamppost, I'm on Switch.
Man, I'd use that last one every single time I touched killer on Switch. Why'd I whiff every attempt at a hit? Now they know.
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If BHVR messes with him, I hope they do it carefully. Without a large hitbox/auto aim, he'll be useless on console. PC survivors move faster than a console killer's camera plus there's lag between hitting the trigger and him actually responding (input lag, analog stick sensitivity, and fps all come into play here), so if it's not very forgiving, he won't be able to get hits with his power.
Since the Ghoul can't down with his power, only stun or injure, that seems like a compromise to keep his power usable on console without being OP on PC.
Maybe if BHVR made it so console players only cross-played with other console players, this wouldn't be so much of an issue. But it is.
Edit: Why the downvotes? I see so many PC players complain about how awful console players are and how they don't want to play with them. And from what I know the majority of console players recognize our mechanical limitations and do not want to play with PC players. PC-only and console-only cross-play should be widely desired by most of the playerbase. Everything else I said is a result of BHVR not giving us that, and also not programming console controls separately from PC controls. If PC is truly the dominant platform, all of you should disable cross-play so it's only console left in cross-play. Survivors can't move as fast on console, making the mechanical problems of killer slightly less frustrating. Not great, but slightly less frustrating.
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There's no rush to buy him. He's not going anywhere anytime soon, and even killer-only DLC is included in sales. You could wait a while, see what nerfs he gets hit with.
My friend bought Chucky day one because he likes Chucky and Chucky seemed fun, and he did enjoy playing as Chucky… until he got nerfed. Now Chucky feels clunky and awful and my friend really regrets the purchase. I personally don't consider killer-only chapters to be worth buying straight off because killers always get messed with. I've still never purchased Chucky for my own account.
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I want Lights Out 2.0 back. I loved the candelabras.
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My friend thought it was a bug the first time it happened to him. He argued with me a bit when I told him it wasn't a bug, like "No, you don't understand." "Dude, I was watching. It was exactly the same on the PTB. It's intended." He was flabbergasted, and I understand why: it's a really long stun and it doesn't feel right when it happens.
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These are my favorites I've saved.
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@EmidioPeguero said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903825#Comment_3903825
Not sure if they don't add new glyph challenges they could become a quest.
The old archive challenges stays.
Not sure if they don't add new glyph challenges they could become a quest.
Pretty sure there are no more challenges coming, only quests, and they said quests are always active. Not sure how BHVR feels about having so many glyphs being generated. Green glyphs at least seem like they could be a problem.
The old archive challenges stays.
The dev speaking used a phrase like 'they'll be around for a while' or something. It sounded a little… far-future unsure.








