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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819902#Comment_1819902

    Perhaps. Then again, like I said I could have been experiencing a bug back then. Like this bug I experienced about 8 months ago...let's see if you can spot it.

    https://us.v-cdn.net/6030815/uploads/O1X7EFAPJ95V/image.png

    Hatch spawned with four alive and only four gens done. Working as intended, I see. lol

    Yeah, sometimes I'm amazed the game runs at all. I won't even be surprised when my PS4 bursts into flames one day when I try to start up DbD; I'll just be wondering what took it so long.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819884#Comment_1819884

    No no, I actually have a really old recorded video of mine where I (I am so sorry in advance) camped hatch with 3 gens left, while my team mate was about to die. Granted, it was from early 2017, so it could have been even more different back then. Could have also been a bug but...well, nah. DBD doesn't have bugs.

    https://deadbydaylight.fandom.com/wiki/Hatch

    • The Hatch now always spawns and opens when there is only one last Survivor remaining in the Trial (used to only spawn and open if there were at least 2 repaired Generators).

    Went and looked it up. That update came with the addition of the EGC. Since I started playing Halloween 2018, it's always been # of survivors alive + 1 for how many generators needed to be repaired for the hatch to spawn. And before the EGC, that held true even if only one survivor were alive.

    I wasn't playing DbD in 2017, so I don't know how it worked at that time. Could've been totally different.

  • @Greatamygdala said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819636#Comment_1819636

    Kinda weird but isn't that the case like prior to End game collapse update?

    Then again it's been quite some time and I must be remembering wrong and all I remember prior to EGC is the hatch stand offs with the last survivor lmao

    @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819864#Comment_1819864

    The only difference pre-EGC and now is that before the EGC, the hatch would spawn sooner (for example, 2 gens done, 2 survivors alive, hatch would spawn). So the "teammate did nothing but camp hatch" issue was even worse back then. Plus yeah, hatch standoffs.

    Nah, pretty sure you're remembering it wrong. The hatch spawn conditions were mostly the same as they are now, but they were actually more strict. At least two generators needed to be complete for the hatch to spawn if only one survivor was alive.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819829#Comment_1819829

    Bribery also won´t work, because why would i want more bloodpoints for playing killer, when the balance is so off, that its simply not a enjoyable experience?

    Bribery could work for some people. We won't know until they try. Personally, I play whichever side has the short queue time, and if the matches aren't fun I play something else entirely.

    Trying bribery first would be easy and may have some effect, even if it's small. If it's not enough, then they would need to research what the problem is and look for deeper solutions.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819822#Comment_1819822

    Indeed, and once again - the community came up with the solution.

    Why'd you have to show us this?! Now I'm going to be sad when their fix turns out to be something dumb like creating an unlocking animation that takes 10 seconds, which helps in a chase but doesn't help against the three survivors who found the hatch that spawned next to a completed gen the killer has no reason to go near. Hell, I'm already sad.

    You've made me sad.

    (I'm actually just playing Animal Crossing and drinking tea, but I could be sad.)

  • @Tsulan said:

    Bribery will not work.

    Why? Because once killers get more bloodpoints, survivors WILL complain that they get less and that it´s unfair.

    Wanna make the game fun for both sides again? Split the playerbase by introducing 2 more game modes.

    • A casual mode, where death isn´t permanent and more gens exist. Since there is no tryharding, you could also increase the amount of killers and survivors for the match. Killers could play with their friends and survivors could play in bigger groups. For the people that just want to relax after work.
    • A hardcore mode, without hud, aura reading, perks, heartbeat, scratchmarks, red stain, etc. For the people that want a horror experience. Just think about Jump Scare Myers on Lerys.
    • Turn the ranked mode into something meaningful. Something with real incentives. Like regular tournaments.

    In terms of the bribery, a BP bonus should be offered to play whichever role needs more players. For me, during the daytime, that's survivor. In the evening, it's killer.

  • Oh man, I like this. I really, really like this. It fixes so many things.

    The fact BHVR said fixing keys is more complicated than fixing moris means this is almost definitely not that they're going to do, which is very disappointing because damn, I like this. This change to the hatch makes sense. It's easy and fixes so many things (DCs and hatch camping and keys) and makes sense.

    Damn, man. Just... damn.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819703#Comment_1819703

    Tbh I'll play games myself if they take a key it doesn't bother me.

    When they do that last second switch and try to be sneaky though it does tend to make the loading screen strangely crash far more often than it usually does....

    Yeah, the ironic thing is I don't care if survivors bring keys or flashlights, but I do care if they try to bring one in by last-second switching. If I still have time to ditch the lobby because they were a little too early, I will. If I don't, then they'll discover what it's like to go against a super lazy killer who doesn't care about rank. They'll be lucky if I look in their general direction once much less bother to interact with them. Have fun with your gen repair sim! Hope you didn't use any good offerings or add-ons.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819613#Comment_1819613

    Accurate - but I didn't refer to any of those perks as OP either.

    It was still a thread complaining about NOED, though. So no - gun has not been jumped.

    Personally, my takeaway from it was more a complaint about teammates not touching totems (valid) and Inner Strength not having a token system (which bugs me, too).

  • Bribery with a BP increase for whichever queue needs more players would be a good start.

    If there is an overall killer shortage and the BP incentive doesn't fix that, then the devs will need to research why there's a shortage and what they can do to fix it. (Asking questions like Why do players find it more fun to play survivor than killer? Is it because they want to play with friends or is it something else? Does the average player find killer stressful because it's 4v1 and requires a lot of juggling? Are players just looking for something relaxing like holding M1 on a generator?)

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/213646/how-should-the-key-be-changed

    • Only 1 person can go through the hatch with a key.
    • Once the hatch has been closed by a key, it cannot be opened again for 60 seconds (to prevent whole team key escapes).
    • Once the killer closes the hatch, they actually break it, preventing a key from being used on it.
    • Unlocking the hatch now has a 5 second animation before it happens.
    • Franklin's Demise no longer has the 90 second timer reset when a survivor picks up the item.

    Better than the hatch being closed for 60 seconds would be that, after a key has been used, the hatch closes and disappears, respawning elsewhere. It means every survivor escaping has to deal with the same RNG and SWF won't have an advantage.

  • @DarKaron said:

    Right now, Hoarder does NOT decrease the value of items in chests, so one of your arguments falls flat.

    In the "Key vs Mori War", Keys have the upper hand, so if Hoarder DID reduce rarities like it was supposed to, that would be huge for a niche build.

    ... the original post is from November 14, back before the bug with Hoarder caused it to be what it is currently. For some unknown reason this thread was resurrected.

  • The update to Lightborn is my favorite. After dedicated servers became a thing, I suddenly started having issues avoiding blinds; Lightborn just makes life easier.

  • @Abbatoir_Blues said:

    If I love a franchise/game, I want it to thrive and evolve, no matter how much I might have been driven crazy by it. Case in point: Fallout 76. I'm a huge fan of the franchise but have never before seen a game faceplant so spectacularly at launch. Do I occasionally complain to others about the game? Of course, as do they, and then we recite our default mantra: This is a perfect game with no flaws. But there seems to be something above and beyond in DbD, that I have not seen elsewhere. The intensity and mean-spirited, personal nature of the griefing and taunting and trash-talking is just super weird to me. I don't get wrapped up in it; I just block people, but the guilty parties don't do the game a service by remaining.

    Welcome to DbD, the game that singlehandedly caused me to turn off messages and friend requests on PS4. The toxicity sucks. Because it's an asymmetric game where the two sides are completely different, a lot of people choose a side, stick to it, and become very invested in it. They take the game way too seriously. Congrats on recognizing the problem and not being toxic about it yourself. I hope you're able to keep a laid back demeanor and enjoy the game for what it is (and what it is is a broken mess lol).

  • @deadbydweet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819449#Comment_1819449

    I didn't know that, thank you for the update. Glad it's because of a bug.

    Np. I should've posted the link to the dev's comment in my original post so you could see exactly what was said for yourself, so here it is:

    https://forum.deadbydaylight.com/en/discussion/comment/1816340/#Comment_1816340

  • There are multiple changes the devs could make to keys.

    What I personally want is for a key to only allow the survivor using it to escape.

    Another possible change to keys would be creating an unlock animation, so the escape is no longer instant and the killer actually has a chance to interrupt/stop it.

    Keys could also be changed so that they can only be used by the final survivor to open the hatch after the killer has closed it.

  • @deadbydweet said:

    You know what's stupider. Nerfing hoarder. The only thing that can make keys less-likely to appear, is nerfed to oblivion. What the hell do I gain from seeing survivors open a chest by a mile away? It's not like my slow-ass killer can stop it. It doesn't even reset the progress of unlocking when they leave it + the amount of chests that'll show up will literally make this perk garbage to killers and an up for survivors. Thx for the balance.

    Hoarder wasn't nerfed for balance. Changing the probability of items in chests caused unexpected bugs that don't have an easy fix. The devs are still working on Hoarder; its current state is not meant to be its permanent state.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809028#Comment_1809028

    you know I hate the mori chain and I hate keys but if they make it so only one can get out he hatch what the hell are they going to do with that one achievement/trophy that make it so 4 survivor have to go down the hatch?

    I mean I got it a long time ago but it wasn't easy but this would make it impossible.

    Well, if they literally make it impossible then they have to change the achievement. That's what happened when they changed Legion's mechanics, they had to change his "Deranged Pursuit" achievement.

    If it's still possible but just way more difficult, like the "Left For Dead" achievement after the EGC was added, then just be happy you completed it before it became a bigger headache.

  • The menu's camera angle means we don't get to see the stacks of "Repairing Generators for Dummies" books sitting next to the campfire.

  • If I care about anything, it's BP and XP. Unless I'm doing a challenge that requires specific emblem scores, pips can go screw themselves.

  • I am so sorry that the new player bored you with their attempts to learn how to play killer. Obviously they should have used Dead by Daylight's extremely thorough tutorial to learn all the ins and outs of the game like aiming hatchets, looping, predicting survivors' movements, and pressuring gens. How dare they attempt to play before being able to win against survivors with more experience than them! /s

    Sorry, but it takes no effort whatsoever to reach rank 17. Given how lenient the emblem system is for ranks 20-17, it's actually difficult not to hit rank 17. But ya know, keep throwing around that attitude, survivor queues are super fast during peak hours so obviously there's an overabundance of killers and chasing new ones away is no biggie.

  • Um, it was always known they were going to be put in the store. From the moment the first Rift was announced, the devs were quite upfront that all cosmetics would be put in the store sometime after 6+ months had passed. It actually took longer than expected for these cosmetics to arrive in the store.

    (Your next comment will be: what's the point of grinding the Rift, then? Well, the answer to that is the premium track of the Rift costs less than buying all the cosmetics in the store. It also allows you to get cosmetics a lot sooner than anyone who waits to buy them in the store. The charms, unlike the cosmetics, are exclusive to the Rift; those will not be in the store, so if you want them you have to grind the Rift for them.)

  • @Sprucey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817707#Comment_1817707

    Mori's probably account for anywhere between 15% and 30% of kills as its been a killer favorite especially with hook tunneling. Obviously not an actual assessment. It's just my assumption. Killers are trigger happy with Mori's and only had 1 requirement. Keys had several. Plain and simple.

    Mm, I wouldn't want to guess or presume. It's dangerous to do that. (Unless spreading our guesses around gets the devs to actually give us an answer, in which case... I think moris accounted for 267% of kills!!)

    @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804079#Comment_1804079

    Only dude that knows. What you said is straight facts. Most items and addons have been nerfed to the ground.

    Ugh, god, you guy are right. Keys are going to become next to useless. Happy day as a killer, sucks as a survivor.

    Maybe what we're going to see is that the hatch no longer spawns at all until it's open, so the key can only be used by the final survivor to open a hatch that the killer closed. That would be nice in some respects, no more hatch camping survivors. Hatch campers are one of the more annoying things to see both as survivor and killer.

  • Hooks are destroyed after a sacrifice to add an element of strategy into the game. That's why the devs designed them this way; it wasn't an oversight or a whim. The killer has to think ahead and try not to use hooks that will create dead zones in important areas. I've gone against killers who didn't pay attention, used the two hooks nearest the exit gate before the match was over, and because of that they couldn't (despite multiple tries) get me on a hook and I escaped.

    If survivors run to areas where there's a hook dead zone (whether it's because of bad RNG or because the hooks there were destroyed), slug. That's how you deal with hook dead zones: slug. Some survivors think it's fun to run to a corner of the map where there are just no hooks because that's how the map was generated, and if that results in them getting slugged to death, well, I hope the four minutes of bleeding out was fun for them.

    Pay attention to hook dead zones that exist from the beginning of the match. Pay attention to which hooks you use and try not to create new dead zones in important areas.

  • It doesn't go live until tomorrow.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819170#Comment_1819170

    Microsoft confirmed it's down to a developer to activate it, they just have to inform the respective platforms. Theres zero excuse for it anymore. Stadia got it, because IMO, they made a deal with them for it. I mean, Fortnite has Cross-Progression to every platform since it's just tied to your Epic Games account, and CoD has done the same via Activision account. So, DbD can do the exact same, since they also have the same system for Stadia.

    I wonder what's holding them up, then. Seriously. Playing on PS4 is frustrating, I'd really like to see how my new PC handles it and if the framerate is smoother (god, it'd just have to be). At this devotion level with this much DLC purchased and the majority of my killers P3'd, I'm not starting over from scratch. Not ever. My willingness to put more money into the game though when its performance on PS4 is so bad and I can't use the stuff on PC is like zero at this point.

  • This is something they've been working on. Cross-progress between Switch and PC is forthcoming. Cross-progress between PC, PlayStation, and Xbox seems to be a problem. Don't know why. We all want them to do it, we're just waiting. It may never come, though.

  • @EvanSnowWolf said:

    This is a huuuuge argument as to why we need cross platform progression.

    God I want cross-progression between PC and PlayStation so bad. Every time it comes up, the devs say they want to add Xbox and PlayStation to their cross-progress platforms, but it's something they're "working on" or "looking into." I guess Microsoft and Sony aren't the easiest to negotiate with or something, I dunno, but goddamn it sucks being the consumer here with no option but to wait and accept that there's a large possibility it will never happen.

  • @Ghoste said:

    Well it doesn't help that lots of people complain about Survivors playing stealthy. I've read plenty of posts on here of Killers saying not being able to find a Survivor is super frustrating.

    Plus stealth doesn't earn you points. You get nothing for avoiding the Killer, so might as well get into a chase.

    That goes for survivors, but that doesn't apply to the GhostFace who needs to be stealthy and have something to hide behind while he gets his stalk on. OP is talking about it from both the killer and survivor perspectives.

  • They need a new perk that doubles Brutality Bloodpoint gain. They have Distressing for Deviousness. They have Beast of Prey (and Thrill of the Hunt, but no thank you screw hexes) for Hunter. I want one for Brutality to make my BP build complete.

  • It kinda sounds like you don't want to play killer in Dead by Daylight. The purpose of the killer role is to chase survivors and hook them, but you don't seem to like the "chase" part. Not sure what the point of playing the game is, then.

    Also, if you don't like survivors who want to be chased, then you don't want to rank up. The higher the ranks of the survivors you go against, the more likely it is that they are good at chases and want to be chased. The lower the ranks of the survivors, the more likely it is they're new at the game and will try to hide instead of instigating chases. So, if you rank up, you just screw yourself.

    Anyway, Bloodpoints are the reward system in the game. Pipping is not meant as a reward system but as a way of determining skill for the purposes of matchmaking (it's broken, yes, but that was its original purpose). The game isn't "punishing" you when you don't rank up; it's actually trying to prevent you from being punished with unfun matches against opponents who are out of your league. (I want to reiterate: matchmaking is broken, killers and survivors of all ranks and skill levels are being shoved into matches together and hopefully that will be fixed in the future but for right now we all suffer through it.)

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817480#Comment_1817480

    You'd think since the game attempted to register a grab, if the grab doesnt follow through then it should transition to a hit at the least. Yet here we are, grasping air for a full second after they've left the gen to run to safety

    Yeah, not getting the grab is bad; not even getting a hit out of it is a real kick in the teeth and after all this time it really should not still be this way. Instead, when I see the grab didn't go through, I'm madly pressing R2 hoping that it'll let me swing my weapon and hit the survivor before they've finished scampering off.

    When a survivor is on a gen, it's a normal hit that causes a grab, right? If I hold down the button in an attempt to lunge, it should lunge and hit the survivor instead of going for the grab? Because when a survivor is on a gen and I'm behind them it seems to go for the grab whether I try to normal hit or lunge and it's actually driving me nuts that the game is forcing grab attempts on me. There must be a way to be behind a survivor and hit them while they're on a gen, but the game seems to disagree with me there.

  • @TheClownIsKing said:

    Can the hatch stop being demonised?

    The hatch wasn't designed around intentionally “screwing the killer over”, or giving SWF “free passes”.

    The game is designed around strong consideration for solo survivors. And solo survivors can end up doing the best the can, and in some cases most of the work, only to get buggered by the other survivors incompetence or recklessness. The hatch offers a small ray of hope for these players, and ensures we have games that keep getting played till the end, rather than survivors more frequently just giving up,

    Like seriously? Are these the games a killer wants? Games where hatch doesn’t exist and the last survivor (or last two survivors) just noise spam to get it over with because there isn’t any point trying to survive anymore at that point? Does that sound fun?

    For the most part I'm fine with the hatch, really, but there are issues with its design. Namely, that killers feel the hatch screws them over (in other words, the entire reason this thread exists). In the conversation I had with OP above, it seems that his unhappiness with the hatch isn't that the last survivor escapes so much as that there can be a significant point difference between a 3k and a 4k.

    I threw out a couple crazy ideas above. I'll throw out a more middle-ground one here. Have the game be designed around the killer getting a 3k. Points are maxed at three kills. Challenges and achievements only ever require three kills. The hatch remains, the fourth survivor has the chance to escape just like they do now. The killer gets no point reward for killing the fourth survivor, but they get the satisfaction of a 4k and maybe some other little non-point related bonus like the last survivor is always mori-able or something so yay! fun animation. (The problem with this idea is that if the killer doesn't care and doesn't even try to stop the last survivor from escaping then it doesn't provide a challenge and won't feel as rewarding. Will killers care about the fourth survivor if killing three is enough? I honestly don't know. Hopefully it would at least mean less slugging for the 4k.)

  • @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818041#Comment_1818041

    Why shouldn't the 4th survivor die?

    Really. Survivor is 4 people beating out one. The killer starts at absolute rock bottom with no momentumn and the survivors have a wealth of map resources to use. If the killer forces survivors into a corner, why shouldn't they win

    I never said the fourth survivor shouldn't die. Hell, I made the suggestion of the fourth survivor just dying automatically. That wasn't sarcasm, that was actual off-the-cuff spitballing. Maybe if the fourth survivor automatically dies when the rest of their team dies, players will play more intelligently and more genuinely altruistically and be less selfish about hook states. Then again, one of the things the devs use as a selling point for the game is that survivors can choose to play selfishly.

    It'd actually be more in line with the horror genre if every match had to have at least one survivor live. If the killer literally can't kill the fourth survivor and gets the maximum points from killing three, then it'd be just the same as the fourth automatically dying except that the game still rewards playing selfishly.

  • @HeyheyheyItsme said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818041#Comment_1818041

    That's not a basekit mechanic though. I'm talking about something that the game gives you for poor performance regardless of the killer or perks you use.

    Well, I've done it without Bloodwarden, too, it just required slugging which makes for a less amusing anecdote. Multiple matches where I never killed anyone by hooking them; the EGC killed two or three of them, though.

    Anyway, I know what you mean, I'm just being jocular about it because this game is a mess, the balance is all over the place, it relies on RNG to make things "fair," and I've gotten so jaded to it that it just doesn't seem worth taking DbD seriously. The EGC killing survivors is the closest thing we'll get to a pity-kill mechanic for killers, and I have seen survivors complain (recently, even) that it's not fair. So, you're not wrong. Anything more drastic than that and the outcry would be deafening.

  • @HeyheyheyItsme said:

    Just imagine a basekit mechanic for killers who 0 hooked by the end game that allowed to get a pity kill.

    Imagine the outcry.

    Now remember that this is basically what the hatch is. And some people have the audacity to complain that it is not fair for the last survivor not be able to escape through it all the time.

    I can do something like that with one hook, does that count? (Never hook anyone all match, they decide to stick around after the exit gate was opened, I hook one, the four of them discover I have Bloodwarden and the EGC timer is almost up. True story, good times. Four kills with one hook and no slugs is more amusing than it has any right to be.)

    @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818009#Comment_1818009

    This is my point. The devs are not looking into the underlying mechanics of the hatch and what makes it so, quite frankley, brainless.

    Killers just have to slug for the 4k - no one likes this. No one likes key escapes except terrible key surviviors. So why does the hatch still exist?

    The way the game is designed—

    wait, I just had this conversation in a different thread. Here:

    @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817421#Comment_1817421

    Unfortunately, like I pointed out earlier, the game's poor design means that the current way is pretty much the only way of doing things. There's no timer, nothing to force the final survivor to actually do anything. That was the problem back when completing gens was required to open the hatch, the final survivor felt he had no chance and so he wouldn't bother, instead he'd just hold the killer hostage. Taking that into consideration, it becomes a lot more difficult to balance this. A timer too short would doom the survivor. A timer too long would be useless. Well, the survivor could get crows if they don't touch a generator for too long. But then, how long? What if the survivor really is trying to do the last gen while also not getting caught? And if the survivor is just stealthing around, all they'd have to do is occasionally tap a gen to get around the system. (These are comments the devs themselves have made about the issue of using crows to prevent survivors from ignoring their objective.) The devs have decided that making a short end of things is the best way to handle it when the game becomes a 1v1 with a final survivor, and given how a lot of people do just want to hurry it up and move on to the next match it makes sense.

    The lack of structure in DbD makes balancing some things just... stupid. I don't know how else to put it, there's a lot that's just stupid. To get around this, the devs use RNG, that's their way of "balancing" some of the mechanics in the game. Like the hatch and exit gates. At least when the killer finds and closes the hatch it starts a timer that means the survivor can't fool around for too long, either they make a quick escape or they die to the killer or the entity. If the killer brings Whispers, guarding the exit gates becomes much easier, and the only thing that screws the killer in that situation is if the hatch is literally across the map from the gates and the survivor was camping the gate and gets it open before the killer can arrive. I know, being forced to bring a perk to deal with gameplay issues sucks, but that's how DbD is designed, perks are band-aids for everything. Bring perks to deal with whatever annoys you most and try to accept the rest as out of your control.

    https://forum.deadbydaylight.com/en/discussion/comment/1817442#Comment_1817442

    Getting rid of the hatch would actually be a really complicated thing because it would require restructuring (or creating any structure at all, really) the game. Without the hatch, upon the third survivor's death the fourth might as well just get automatically sacrificed to the entity because their chances of escape would be so abysmally small why even bother. Hell, I've had matches where as the last survivor I just get the killer's attention and point to a hook because I'm bored and just want it to be over. But... is that fun for killers? Are we proud of a win where the fourth didn't even care, didn't bother to put up a fight?

    I dunno, maybe it would be better if killing 3 out of 4 resulted in an automatic death for the fourth survivor. The majority are dead, the team lost, killer wins.

    Or maybe three kills should be the maximum number of kills a killer can get in a match. Like a horror movie, there's always a final survivor, the one who gets away. Multiple survivors can escape through the exit gate, yes, but if three die then the fourth is just "the final girl/guy" and the match ends.

    Anyway, my crazy ideas aside, if the hatch is removed with the game as it is now, one way or another the match really would have to just automatically end, otherwise we'd get survivors stealthing around the map doing nothing except holding the killer hostage, and I hated that back before the EGC. Just bored out of my skull when they'd do that. So, that's why the hatch exists: it gives the final survivor something to do, a goal that is actually attainable so the game continues for them, and between the hatch and the EGC the killer is given the ability to make sure the match ends quickly so everyone can move on and neither side can take the game hostage.

    Oh, crap. I apologize, this response is actually quite long. Um, hopefully it's worth the read? (Really sorry.)

  • "Are they even looking for a better solution?"

    I seriously doubt it, though obviously I couldn't say for sure.

    The hatch would be a lot better if the devs treated it as it should be treated: an RNG consolation prize. Killers shouldn't be punished if survivors get out through the hatch. That alone would make killers feel a lot less crappy about hatch escapes. Survivors get a large reward for hatch escapes (they shouldn't), and killers lose out on BP and emblem points (they shouldn't). I've had the hatch spawn right under my feet when the third survivor died and I got to just hop through it without even having to search. Because it's RNG. And the game shouldn't treat getting lucky in that manner like some big accomplishment.

  • This is part of why I always use Rancor and Nemesis to get this Daily done, to avoid the hook suicides. It just requires whiffing a bunch as I chase the obsession while the last gen gets done (I've seen killers who will down the obsession, then get them back up over and over again until the last gen pops and they can mori them... that's just bad for so many reasons. Pretending to be more incompetent than I really am may be a bit dishonest, but hey, I am pretty terrible at the game, so it's not that dishonest.).

  • The game's a mess. If you're not having fun as survivor and only find it frustrating, then stick to playing killer for a while. Sometimes what's needed is a break.

    I play whichever role has the fastest queue, and that really helps keep the game from feeling frustrating. Bad matches aren't so awful if I didn't wait 20 minutes for it.

    In terms of a good scare, the game was tense as survivor when I first started playing. After putting a lot of hours into a game, though, it's inevitably going to stop having that scare factor (except maybe jump scares).

  • @BillyMain77 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817787#Comment_1817787

    Lol i had to use all 4 perk slots to try and get this to work and it only even has a chance to work if you slug.

    If you think its OP your not doing your job right.

    ^ This. I use Tenacity, Flip-Flop, and Power Struggle just so I can use Power Struggle. I throw on Windows of Opportunity as my fourth to make it easier to find the pallets when crawling on the ground.

    I actually had a killer leave me to bleed out because I crawled under a pallet. No joke, the Mikey had a disconnect ten seconds into the match, then he hooked someone and they suicided as me and the final one were slugged. I was under a pallet and Mikey refused to pick me up. He hit the pallet with his knife, I refused to move, so he let me bleed out instead. Craziness.

  • It's inconsistent. Sometimes I get it to work when I'm slugged under a pallet, and sometimes it just doesn't give me the prompt.

    Something in DbD doesn't work properly. Shocking, I know.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817153#Comment_1817153

    they made moris weaker, might as well fix it now fully instead of some now some later like moris

    Well, yeah. And a change like only allowing one survivor per hatch/regular key to escape would be a lot weaker than the current keys. Unlike an Ivory Mori, which is Rare and only affects one survivor, keys would only affect one survivor and are still Very Rare and Ultra Rare. On top of that, in the example I gave, in order to use the key for more than one survivor to escape, it would be a Very Rare or Ultra Rare key + an Ultra Rare add-on. An Ebony Mori affects all four survivors and requires just one Ultra Rare offering.

    Also, with a comment like this about keys only being responsible for 2% of escapes

    @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803974#Comment_1803974

    Keys account for approximately 2% of escapes only and have a lot of conditions met before more than one survivor can escape with a key due to the hatch conditions - a good portion of the game has to be completed before the hatch even spawns. That was completely different to mori's which were one hook and then mori'd.

    https://forum.deadbydaylight.com/en/discussion/comment/1804002/#Comment_1804002

    it's implied that overall keys do not affect matches on the same level that moris did. (I wish they'd give the numbers for the percentage of kills moris accounted for; that question was asked multiple times and never answered.)

    From my own experience (which I know overall is anecdotal and meaningless, but this is what most if not all of us are basing our opinions on), I'm able to use a mori offering or even just Rancor's mori way, way easier than I do keys. 90% of the keys I find end up as so much metal garbage at the feet of a used hook, and another 5%+ aren't used for a hatch escape but instead are ferried through the exit gate and end up collecting dust in my inventory. Keys as they are definitely aren't okay, multiple survivors escaping without completing their objective is bad, and while they've only screwed me over as killer a few times those times were indeed very very frustrating. But moris still let killers bypass DS and get around the possibility of flashlight saves, pallet saves, and hook sabo'ing. Moris are less powerful than they were before, definitely, but they're not useless.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817575#Comment_1817575

    There's still nothing wrong w using mori vs weak players. If they weak, means they're probably new. I'm sure the animation is cool to look at.

    Entitled survivors main complaint is camping, tunnelling, and slugging.

    It's bad for the health of the game to have new survivors put in matches where they're tunneled straight out with one hook and a mori. They get no chance to play, and having short miserable matches chases a lot of survivors away, just like getting gen-rushed and bullied chases new killers away. Punishing new players just for being new and not giving them a chance to even participate in the game will result in a dead game.

    Games are supposed to be challenging, both sides should be challenged. That's why proper matchmaking is so important: new killers will go against new survivors and they'll both be challenged as they screw up and learn the ropes together, they'll be more evenly matched so it doesn't feel like a mori is necessary to stand a chance. That's how it should be. Experienced survivors should be going up against experienced killers who can hold their own based on skill.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817557#Comment_1817557

    So ur main complaint is mori or matchmaking? Or both? If both what's more important?

    I already know lots of ppl will disagree w me. But here's my thing.

    I would say mori is the somewhat counter to a top playing swf team.

    If mori is nerfed, swf comms need to be nerfed as well. Comms plus 16 perks is meta, extremely OP.

    Survivors are NOT suppose be OP. Killers ARE suppose to be OP.

    But the entitled survivor will say otherwise. And claim they played killer before and that somehow their judgement is 'fair'.

    There's nothing fair about dbd. It will never be fair. U know how they say never say never? Well I'm saying NEVER.

    Dbd will never be fair. It is not a fair game. It's not even a fun game.

    I'm saying matchmaking is the biggest problem in the game right now. If matchmaking worked as it should, things would be a lot different. Right now, players are basing their opinions on what the game needs on the in-game experiences they're having, but that's flawed because the game shouldn't be playing out like this at all. A rank 17 killer shouldn't have red rank survivors in their lobby. Until this problem—which effects a large number of matches and ruins a lot of players' experiences with the game—is fixed, trying to balance the game with the perspectives we players currently have is impossible. It really is.

    Moris were not only used against super-powered SWFs. Moris were used against solo survivors. That's one of the problems with having extremely strong things in the game: they may seem necessary against strong players, but when they're used against weak players and freaking stomp them into the ground and make them miserable, then it's not good.

    The devs can't nerf comms. That's not possible. And they've said they won't nerf SWF because that would basically be punishing people for playing with friends; they refuse to do that. What the devs are working on is buffing solo survivors so that they're on more even footing with SWF, and then the devs will be able to adjust killers accordingly.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817523#Comment_1817523

    Mori is not a automatic win. I've brought mori as insurance just in case cuz I sensed the players in the lobby looked like toxic pros. And I'm not a lobby dodger as killer. I am a lobby dodger as a survivor though.

    I got dominated and bullied. Even when I thought I could get 1, I couldn't.

    It was frustrating, embarrassing, and stressful. They were absolute pros. This is after I got 'good' and hit my limit.

    This is with bringing the pink mori.

    I don't need the stress. With my hair up performing at 110% every game sucks.

    How many more hours do I need to put into this game to 'get good'?

    Being good is not a requirement. Mori is fine. Even if u want to call it a 'free win', that is fine too.

    The argument that u just have to get good is not really a arguement. How good a person suppose to get?

    This game is randomized and requires some luck. On top of the skill.

    Mori nerf was not necessary. But it was necessary to make certain ppl happy.

    I was just pointing out that you implied moris were a necessary mechanic that substituted for getting better at the game. The devs outright said one of the reason moris were nerfed is because they feel that no offering should have such a drastic effect on gameplay.

    As a survivor, some matches with a mori were fine. If the killer didn't start mori'ing survivors until everyone had been hooked at least once, then it wasn't too bad. However, in the matches where someone would get off the hook and immediately get mori'd (and that was most matches with a mori), it wasn't even worth playing. If I saw a survivor get mori'd straight off the hook, I would just suicide the first time I was hooked so I could move on. (Unless the killer actually had a cool mori, then I'd stick around for it. But that was rare.) That's not good gameplay. That's crap. Solo survivor is usually a miserable experience and the old moris made it worse. 90% of the time I absolutely hate playing survivor.

    The problem with the game is not that it needs one-hook moris. The problem with the game is that matchmaking is absolute garbage and will throw any and all skill-levels together if queue times get too long, putting killers up against survivors way out of their league and vice versa. That needs to be fixed, and it needs to be fixed yesterday; it's ridiculous this is still going on, but here we are.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817518#Comment_1817518

    Tbh it's not even that powerful I just play the games as is, usually either they do so well that the key wasn't needed anyways at all and they don't use it because of that unless for a challenge; or they get wrecked long before they can even really use it anyways.

    I almost never get key escapes. They are BS and OP when they DO happen, but I mean I've never had much of a problem with them....

    Yeah, I don't see key escapes very often, either. The few times I have seen them end a match early have been very memorable, though, because they were such BS. (One time when trying to get the Tombstone achievement as Mikey. C'mon, ######### game, you gave the last two a key in a chest?? Another time was with a BPS, a survivor disconnected, and I tried to be nice and farm with the remaining survivors... they avoided me all match and keyed out the moment it became an option. Again, #########.) But usually if I see a key as killer it's used after all the gens were completed and they were going to escape anyway.

  • @noctis129 said:

    I want a refund. I should of just used it all up when I had the chance.

    Mori's are good for toxic swf teams. Now there's no counter play. Just have to get good or play survivor.

    "Just have to get good or play survivor."

    "Just have to get good"

    Okay, c'mon man, whatever my or anyone's opinion may be on the mori nerf, you destroy your own argument right there. No game mechanic is supposed to be an automatic win that bypasses getting better at the game. That would be horrible. Maybe that's not what you meant to say, but it is what you said, and it actually supports the belief that the mori nerf was necessary.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817480#Comment_1817480

    Sounds like you have bad internet if you're missing 8 grabs in a single game

    My internet's always been good. I don't lose connection, it's always a green ping. Before dedicated servers were a thing, I never had problems with grabs. Now, some matches it's fine, and other matches it's like I'm the nice Mikey giving them encouragement as they do gens.

  • Go for 8 to 10 gen grabs in a game (I play stealth killers), actually get 2 grabs; for the rest I'm just stuck there looking like I gave them a friendly shoulder pat while they run away completely uninjured. Gen grabs and hook grabs became absolute garbage once dedicated servers went live.

  • If some people can play killer and never ever slug, good on them, congrats. Being able to slug is purposefully part of the game, though. The game is designed with slugging as one of its mechanics. If slugging weren't meant to be a thing, survivors would always be able to pick themselves up, no Unbreakable necessary. Instead, being able to pick yourself up 100% of the time comes with high risk (Soul Guard only works if the killer has a hex) or a high penalty (being broken all match).

    I mean, I'm not trying to be overly simplistic here, but it's the truth. Things aren't kept in with the intent of them not being part of the game. Totems weren't added so they could be ignored, they're there as a second objective, and when NOED wasn't working and increasing the point gain didn't work, Undying came into the game to say "Hey, look at me! Dull totems exist! Stop saying you should be able to ignore us!" Now, killers aren't meant to leave survivors to bleed out, that's why they only get 50 crappy BP for it, but slugging is there, killers and perks are designed around the existence of slugging. And because the game is designed with slugging as a regular mechanic, refusing to ever slug will inevitably cost the killer games. Not every game, obviously, but there will be times when slugging would have been the right choice and refusing to slug results in survivors escaping.

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