TragicSolitude
TragicSolitude
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- TragicSolitude
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I guess this means no new glyph challenges?
I just hope the old archive challenges never ever go away. Ever. And they shouldn't, since they're tied to charms and lore to unlock. I need my pustula plant challenge. Kind of fun to have a purple glyph challenge on as killer so I can stumble across it randomly, too.
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For me, it's along the lines of
Me: Be most active person on the team. The HUD is mostly devoid of icons as I try to do gens. The three of my teammates together get one gen done while I do the other four and take all the aggro. Because I take all the aggro, I'm destined to at some point end up on the hook. Then, the other three survivors teabag in the exit gate without even bothering to come for me. I die with more BP than they escape with.
SBMM: Well, you died, so you're bad at the game. That means your MMR is going down. Your teammates are now even worse than your previous ones.
Even if SBMM is working as intended, it practically treats survivor MMR as if we're each an island and not like our three teammates have as much if not more to do with our survival than our own skill. So it leads to awful matches whether or not it's working the way BHVR programmed it to work.
Then I'll randomly get some match where it's me and three skilled survivors against a baby killer, and that killer probably uninstalls the game after the match ends. DbD treats its players worse than anything else I've played. It doesn't just throw new or struggling players into the deep end, it throws them into the abyssal depths of an ocean filled with sharks.
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I played a few rounds of this run of Chaos Shuffle. Every match had the first person suicide on hook. Multiple matches in a row shouldn't be hatch games with five gens left, but they were, and I haven't played Chaos Shuffle since.
I still say the broken SBMM is the game's biggest problem. How is solo queue supposed to be an enjoyable experience when someone with thousands of hours gets teammates with maybe five hours max?
I've been playing the first Dying Light game a lot again, recently. Went a couple years without touching it, and now when I turn on the console, I see its thumbnail and DbD's thumbnail next to each other, and it feels much nicer to click the Dying Light one.
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You're on console, right?
Boil Over is nasty to deal with on controller. Sometimes I'll get stuck in place and be unable to move, and trying to sideways-walk it as I've seen people suggest doesn't really help. Slugging is the only base-game counter to Boil Over.
This just reminds me of how unhealthy Boil Over is and how much the perk needs to be changed. BHVR is changing Knock Out so it doesn't encourage slugging; Boil Over is the same nonsense.
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Dead zone and Response curve settings for controllers.
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There's no "DbD username." It uses the name on your platform's profile (this is true for Switch, PlayStation, Steam, everything). If you go into settings, go to "Online" and turn on "Anonymous mode." That will hide your username from any players you're not playing with in Survive With Friends.
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Nah, never forgotten. I see Friends 'Til the End constantly and use lockers to counter it.
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When I get great teammates when playing solo or duo (the only two ways I play survivor), I'll sacrifice myself to help them. I'll glowingly reminisce about them for hours. They are rare unicorns. I can go weeks between matches where I see one.
Matchmaking is screwed. I'm not the best survivor by any means, but I don't drag the killer to the hook or stealth around the edges of the map or give up on a 99.9% gen the moment I get a whisper of the killer's TR. The teammates I get are maddening. Neither me nor my friend are so bad at survivor that we deserve these teammates. Some of our teammates are so bad that we do better after they're dead and the two of us will escape having had three gens remaining.
Then, I try playing killer on Switch (where I can't get a hook to save my life thanks to performance issues) and I suddenly get survivors who know how to loop and stick to gens (prestiged survivors with full loadouts and tier 3 perks). I play killer on PS4, where I'm actually not awful, and I get potatoes (no prestige, no perks or maybe a single tier 1 perk). It's backwards! No one can convince me matchmaking is working properly.
This game's biggest problem is the broken matchmaking.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896681#Comment_3896681
I was playing on switch for awhile, now I'm on PS5. My camera sensitivity is just the default. You kinda have to trade speed for control when you ramp it up, which makes it hard to play some tiles when you have to do things like turn 180 degrees as huntress while quickly focusing on a window to play killershack or something. Didn't have a problem doing that on PC with a mouse. I play alot less Huntress now.
I increased the killer sensitivity a bit from the default on PS4. When I tried to change the Switch sensitivity to match, the framerate couldn't handle it and it felt like the camera was always swinging wildly out of control. I have to keep sensitivity on Switch much lower than on PS4, so killer is either unplayable because the camera is unhinged or it's unplayable because survivors move faster than I can.
Analog sticks just can't compare to the precision of a mouse. Even in games with dead zone and response curve settings, the precision isn't mouse-level. DbD can't be bothered to have those settings despite no aim assist, no optional crosshair, and multiple ranged killers.
I can't stand Huntress on console. I tried playing her on PC for a minute when I had a chance and my lord, the difference. Not just being able to aim with the mouse but also the lack of input lag. It felt lovely.
People always talk of sensitivity, but the input lag difference between PC and console becomes very noticeable and impactful with things like skill checks and Huntress hatchets.
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Oh yeah, I used to get killer anxiety a lot back when I first started playing DbD. I felt like if I sucked as killer then I ruined the match for the other four people or something. This lessened when I stopped taking the game seriously and started memeing more often. Turning off messages on PS4 also helped a great deal.
Now, we have anonymous mode (except Xbox players, I'm so sorry you guys), and that's the best thing.
I got this same anxiety back when I played Ewok Hunt at its release in Battlefront II. It would start with a single Ewok, and if I was the starting Ewok and I did poorly it felt awful. There was a lot less pressure when the number increased to two starting Ewoks.
The anxiety of playing alone against an opponent (perhaps especially against a group) seems to be a natural thing for a lot of people.
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@Brutha said:
Killers should be able to surrender during endgame collapse, a lot of killers don't wanna bother trying during endgame collapse if they've had a bad game, there's also the fact of "Watch me leave" survivors sitting there and making the game last longer than it needs, obviously you can just force those ones out but sometimes a survivor will go hide just so they can let the timer almost run out and then leave so the killer can't find them and make the game drag. This could also fix issues with exploiters holding the game hostage by not letting the endgame collapse kill them.
And let's be honest both things currently planned to let the killer surrender for are very unlikely to happen so this would make the option even exist to killers.
And let's be honest both things currently planned to let the killer surrender for are very unlikely to happen so this would make the option even exist to killers.
This is a strange sentiment. Using the surrender option should be rare, not something we look for reasons to use.
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This happens when I have a "kill the obsession" challenge and I just want to get it over with and not have to play killer again.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890656#Comment_3890656
Aim Dressing doesn't need to sacrifice anywhere near as much accuracy as it currently does.
The game shouldn't be yanking the killer's camera, or forcing a lunge to turn into a short m1 attack, until AFTER the hit validation check happens. Or, if that is too complicated, then if a proximity check succeeds, but the hit validation check fails, then the game needs to rewind its forced actions upon the killer as much as possible, which means returning the camera to where it used to be, and changing the forced short m1 attack back to a lunge.
And if the proximity check is done on the killer side, but the hit validation check is done on the server side…. then why is that happening? Are we safe to assume this is what is actually happening, because if everything really was done on the server side, then there wouldn't need to be separate proximity and hit validation checks?
Is the proximity check really necessary? Why can't we just have a hit validation check, and if that succeeds, then yank the camera or force the lunge to turn into a short m1 attack? Why has this bug report been under review for over a year with zero feedback from BHVR?
I agree, BHVR needs to improve/fix it because sacrificing one side's gameplay for a visual benefit for the opposing side feels awful. It shouldn't work the way it does: killers get to lose hits so the hits that do connect 'look nicer.' Killers don't care how the hits look, it's more important for correctly aiming to injure than to visually connect. It can feel unfair to survivors when the visual doesn't match up, but it both feels and is unfair to killers when they're forced to punish an unsuspecting tree.
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Question for the void: Does the community feel like it's coming together to participate in a challenge when no one in the community can see their participation matters?
Any other game has a tracker either in the game or online so players can see in real time that their contributions make a difference and that others are also contributing together with them.
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I avoid wearing charms because they can give away my position. I don't want to choose between being disadvantaged because my butt glows like the sun vs being disadvantaged because I'm not taking advantage of the charm boost(s). Not to mention, a small boost via a charm when stacked with boosts vis perks can create all new problems that become a balancing headache.
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Right now for killers I'm running Lightborn, Deadlock, Iron Grasp, and Whispers. I used to run Beast of Prey and Distressing instead of Iron Grasp and Whispers, and even further back BBQ instead of Deadlock. The current build is more useful but I don't really care that much about useful, I preferred my previous build, it was more fun/rewarding.
As survivor, right now I run Bardic Inspiration (Lute), Diversion (Pebble), Mirrored Illusion, and Plot Twist. My friend runs Bardic Inspiration, Empathy, Self Care, and Botany (that used to be my build, but I've been trying something different the last month+).
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@CornMoss said:
This silly little thing has made me play minecraft mining for stone or wood too many times to count, I will be holding down M1 and halfway through my lunge I target some tree instead of the survivor THAT IS RIGHT IN FRONT OF ME.
I don't even think it helps new players out, let me remove it my god it is so annoying
I don't even think it helps new players out
Unless you mean this in some way I missed, aim dressing definitely doesn't help any killer player out, as explained by a dev:
In summary: auto aim would give someone a hit they otherwise would not have gotten, helping them. Aim dressing will not give someone a hit if they didn't aim correctly, though aim dressing may cause a hit that should have connected to miss.
Aim dressing is to make hits "look like you'd expect": it sacrifices gameplay accuracy on the killer's side for visual accuracy. Most killers would prefer a hit to connect while sacrificing visuals, so I'd say it's more for the survivor's benefit than for killers. Killers won't get to turn off something that makes the game look better for survivors. Sucks for us.
(No offense meant if you already understood all this. I see this thread as an opportunity to gripe about how awful the controls feel, especially on console. Low frame rate + poor input response = I play less and less killer and hell, most days I'm playing a different game entirely. I'm tired of all these different problems that have me feeling like I'm versing the game itself more than the opponents. Aim dressing causing me to a hit a tree when I managed to aim correctly despite the performance issues is the icing on the cake.)
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People would absolutely lobby dodge if perks were shown in the lobby. Twitter is full of people saying they want to see perks specifically so they can lobby dodge. "I'll dodge anyone running Self Care." Self Care is the difference between me living or dying in a large number of my solo queue matches. It is not the garbage perk people think it is when run with Botany (which I always bring if I have SC).
Showing it in the menu once inside the match might be okay. There are some perks where it'd be really, really helpful to know if your teammates are running them. However, I can't say I believe teammates won't rush in for the save even when someone else has STB or WMI. However, maybe in Chaos Shuffle my friend's random teammates would've healed him instead of being total jerks about it if they saw he was not failing skill checks on purpose but was actually being hard screwed over by Deadline. Of course, I have teammates who demand heals or teabag for ten minutes wanting to perform a heal when the person is BROKEN, so if they can't even glance at the HUD right there on the screen I don't really expect them to look in the options menu to read everyone's perks.
Still, showing teammates' perks in the lobby is a definite, hard "no" from me.
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Yeah, my friend and I have this happen to us.
I was doing a daily ritual as killer today and two people disconnected at the exact same time. I assume the server kicked them the way it kicks us.
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I really like Seoul Socialite, but I've never purchased it an never will as long as it's linked.
Linking non-licensed cosmetics is unnecessary. If pieces clip, the players who don't like it won't combine them. As is, this just stops people from purchasing cosmetics they otherwise would.
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I give props. I know it means nothing, but when I want to give someone a thumbs up for a good match it's the only way I can.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881784#Comment_3881784
You're right on most things. They really take away every appealing option killers could possibly have. All of the strongest survivors perks activate upon hook, and do crazy stuff for them too, like a free stun because they got downed again, or a 3rd health state. And yet killers are bullied into going for hooks still, because slugging "is toxic."
Alchemist's Ring rewarded you for getting hits with your power, while still giving survivors adequate time to adjust for the next rush, hence their free sprint burst. And it was a purple btw. Nerfing it was a bad call.
Alchemist's Ring rewarded you for getting hits with your power, while still giving survivors adequate time to adjust for the next rush, hence their free sprint burst. And it was a purple btw. Nerfing it was a bad call.
I myself don't really have an opinion on it because I didn't/don't go against Blight that often. I just remember a common sentiment on the boards being along the lines of "Alchemist's Ring needs to be nerfed. Killers don't need to be rewarded for correctly using their power. Why is BHVR ignoring Blight?"
I think that's an accurate summary, but maybe I'm misremembering. It was the first add-on that popped into my head since it was somewhat recent. As far as I can remember, the only add-on I personally had a problem with was Iri Head back when it could be combined with a second add-on for carrying more than one hatchet.
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@angel_pellegrino said:
And let me explain why. I've never had a bot refuse to do gens, creep around the map and hide in lockers all game, wait for me to die so they could get the hatch, sandbag me so that I get hit and not them, become besties with the killer or send me a salty message after a game. In fact, I can think of multiple games where the addition of bots would have made the game more enjoyable to play. The truth is that in soloq, especially for newer and casual gamers, a bot is often a far more reliable teammate who can keep the killer occupied longer in a chase.
I can't help but think that some of the people who hate bot teammates the most are higher MMR, and are used to the strongest survivors bringing the strongest builds with the strongest add ons. So their experience is completely different than someone still struggling through low MMR hades. When you've had multiple games of soloq teammates playing like they just started the game five minutes ago on dial up internet on a toaster, the idea of playing with bots isn't all that upsetting.
Thanks, Behavior. With bots actually doing gens, unhooking before I go on death hook and taking chases longer than two seconds, the game might actually get a bit more enjoyable for me.
I've never had a bot refuse to do gens, creep around the map and hide in lockers all game, wait for me to die so they could get the hatch, sandbag me
Really? I've had bots do that.
I remember getting really pissed in a match because it was down to 2v1 and the Mikaela bot Urban Evasioned around the map and did nothing. I got killed trying to do gens, and it got the hatch. After that I really did not want to play in matches with a bot ever again.
I've also had bots teabag at me relentlessly because I wouldn't heal them, and I've had bots I couldn't get to heal me when I needed it.
taking chases longer than two seconds
Had a match just the other day where Hillbilly repeatedly put the bot down in practically no-time flat. If he were lethal rather than farming, oof. He was all, "No, don't unhook the bot," and it's like dude, we still have 5 gens left and you are pwning this Megbot, you'll be fine. I guess a Meg is a Meg no matter what.
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At the minimum killers should not get normal blood points. Cut it by half at least to show hey you won, but not really.
I'm not sure why we still have the killer role at all anymore, really. BHVR should just make killers NPCs. It would make balancing a lot easier. No more add-ons, no needing to try to make the match fun and balanced for two different sides, no needing to take BP away from the killer. Survivors outnumber killers 4 to 1 anyway, might as well get rid of the straggler role.
I'm sort of being ironic there… but sometimes I really do wonder why the killer role exists at all anymore. It often seems like a large amount of the playerbase would prefer if killers just went away. These are all just people playing a game, and you're saying that you don't like the way BHVR designed the role, so let's punish the people who play the role by halving the reward they receive.
@Icaurs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881683#Comment_3881683
Which again is my point. If a killer is reliant on addons then the killer needs base buffs. But you can't justify the buffs because of addons. That is what throws out balance. Unless you want throw out balance for fun. But then you need to bring back the old things that was removed for balance.
The devs use add-ons to give players choices. Like Spirit's add-ons. The way they balance Spirit, they start with a baseline. The devs probably consider her a bit weak at the baseline. Then, the player can choose how to make her stronger. Faster recharge speed or faster movement speed or longer phase-walk time. The devs can't give her all those things at baseline, she'd be too strong. And if the devs choose which ones they prefer and make those basekit while removing add-ons entirely, players would all disagree, saying, "No, she feels garbage now, I preferred buffing this other part of her kit."
Killers are designed with weaknesses in their kit and players choose which parts of their kit are important to them, sometimes at a great cost (like Trapper's Trapper Sack).
Edit: Edited because I realized most of the final paragraph was unnecessary and deviated from the point I was making.
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I agree, the bangs look bad. The triangular bangs in the original concept art don't cut upwards so high, they clearly meet with the sides of her hair in the forward-facing view. Part of that is because in the concept art the sides of her hair are more forward, framing her face better. The concept art also has the bangs cut straight, whereas in-game the bangs have shaggy, unkempt edges so the cut looks sloppy rather than artsy.
Anyone who doesn't see the difference: look at her face in the concept art. You barely see any of her forehead and her temples are completely covered. Now look at the in-game render and how much of her forehead is showing.
Personally, the difference to me is glaring.
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Yeah, my friend was asking where the zodiac charms are this year. We need the gold snake and red snake disc charms.
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When Houndmaster released, I really enjoyed watched streamers play her. Not because her gameplay was interesting, but because the streamers were constantly yelling at the dog. Snug never did what they wanted.
That seems to be this killer's power: You get to experience what it's like trying to get a stubborn dog to follow your commands.
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It's a dead giveaway that a survivor is on console when I see them crouch randomly during a chase.
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Maybe if she had some rotting zombie pirate cosmetic that turned Snug into a gruesome hellhound, I'd have some interest in playing her.
Or give her a swamp-themed skin with Spanish moss and duckweed that has Snug as a blood-dripping gator. This horror game has existed for how many years and we still don't have gators or sharks, it's an entire genre of bad SyFy movies ignored.
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Congrats on this momentous milestone.
https://www.youtube.com/watch?v=uGGcr_NXXaM -
@JPLongstreet said:
The only agreement I've ever seen against this is saying it would promote more direct tunneling someone out. This argument feels less and less valid as time goes on, from the reasons mentioned above.
Here is where I feel the absence of old BBQ & Chili. I've always believed that perk back then promoted spreading the hooks out for sufficient rewards so well that most killers ran it just for that bp bunus. The range requirement gave further incentive to leave the hook too, as well as useful info.
I would go out of my way to get those stacks over most anything else, and I bet most others felt the same way. Gotta get my stonks!
I would go out of my way to get those stacks over most anything else, and I bet most others felt the same way. Gotta get my stonks!
Very much so. Hooking was a lot more satisfying with the BBQ stacks. After BBQ lost the BP stacks, I stopped caring about hooking as much. I became a lot more likely to slug rather than fight for hooks if the survivors had Boil Over or Sabo or anything.
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I keep saying something along the same lines. Killers who like to spread out hooks rather than tunnel are the ones who get punished with this lack of info in the HUD.
Killers who tunnel don't need the info. It's calling "tunneling" because they have tunnel vision, they focus on one survivor and get them out of the match before turning to the next survivor. Hook counters would mean nothing to them because they're ignoring macro play so they don't have to keep track of any info, it's just "chase, down, hook, chase, down, hook."
I've accidentally killed survivors when I didn't mean to because I can't always keep track of this stuff. I try, but I'm human, I'm going to mess up sometimes. Not getting this info hurts people like me or people who spread hooks and it means nothing, absolutely nothing, to anyone who tunnels.
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@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879373#Comment_3879373
No, I'm a PS5 player. Why do Switch players end up using it more? Is it something to do with optimization on the Switch?
Yes. Inconsistent input lag, terrible framerate. Either you keep the sensitivity low so the framerate can keep up, or if you go above 70% sensitivity it feels like the camera swings wildly out of your control. I can tell when I go against a Switch killer because the majority of their attacks, including basic attacks, miss.
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@Vorahk08 said:
For starters, this idea came to me when thinking about Xenomorph and it's turrets. Basically, Unrelenting is an almost useless perk because its use case is reliant entirely on missing and not hitting anything. It's by and large a waste of a perk slot in its current iteration.
However, as more and more killers over the years have been relying on basic attacks for their powers, such as Dredge, Knight, and Xenomorph, it feels like this upgrade could make the perk relevant without overpowering it. It would help Dredge players better punish survivors for just hitting every lock they see, while Xeno players would be more rewarded for going in for a basic attack against a turret instead of a tail attack. Knight would benefit as well because he would get faster guard cancels.
It feels like this would all be balanced by the fact that this would still be 1 of 4 perk slots, so it probably wouldn't be able to be dropped into every build on the killer. I was mainly thinking it was a way to make this perk into something more widely usable instead of another perk that just sits in the list.
Unrelenting is an almost useless perk because its use case is reliant entirely on missing and not hitting anything. It's by and large a waste of a perk slot in its current iteration.
You've never played on Switch, have you? It's very useful on Switch, and I've noticed it more often than not in a killer's loadout when I go against a Switch killer.
Not that your idea's a bad one. Just saying, there is a group of players who find this perk necessary.
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I play in anonymous mode. When I check out streamers from my matches, none of them have ever commented about me being in anon mode. I'm on console, so if anyone's ever said anything in chat I wouldn't know.
There's no reason to care if other people care you're in anon mode. It's a video game, you're playing with strangers over the internet, it's no one's business who you are.
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@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878956#Comment_3878956
Don't forget that actually if the killer manages to down a survivor next to the hook the timer will never move. No matter if the survivor is in the dying state. If he is next to the hook or nearby the killer gets free face camping with no consequences actually. Overall this system is not doing its job on discouraging killers to camp it just tells them stay like 15 meters away so they dont escape for free is all. And yeah what you said is true. The teammates also get you killed. At this point the killer is not the one who wins the game it is just the survivors giving him the win almost all the time
If a survivor gets downed near the hook, they need to crawl away. Staying next to the hook in the dying state lets the killer camp two people at once and it stops the AFC meter from filling up. I get really annoyed when I see someone go down next to a hooked survivor and just stay there, and it happens way too often.
The teammates also get you killed. At this point the killer is not the one who wins the game it is just the survivors giving him the win almost all the time
Yup, this is my experience. My teammates are much deadlier than the killer.
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As killer, I've used the anti-facecamp feature to get survivors off the hook when their teammates refuse to save them.
I've had killers do the same for me as survivor.
The AFC feature is good. What's needed is something in the UI that tells survivors the AFC meter is going up (or would go up if they'd stop crouching around the hook staring but doing nothing). I really hate how many times I've died because teammates crouch around stopping the AFC meter from filling up.
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@biggybiggybiggens said:
I agree with the SWF shouldn't be able to have any of the same perks. That's just stupid.
If my friend and I can't go in both having Bardic Inspiration so we can jam together like a couple of rockstars, then what is even the point of Bardic existing at all. We need our lutes.
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The killer cosmetics are pretty great. The aesthetic is like a combination of Dark Souls/Lords of the Fallen/Cenobites. I hope DbD does more cosmetics in this style.
As for the survivors… I'll probably use Jeff's head. Thalita's cosmetics are okay, though the top's not very flattering. Otherwise, nah, don't like the survivor outfits.
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My biggest problem with Red Herring is that I can't choose which generator to mark, so if I start working on a different generator the mark moves to the new gen. That makes Red Herring practically useless in most situations. Letting survivors manually mark a gen, that change alone would be enough for me, I think.
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I'm quite a fan of the Skull Merchant outfit. That head is her best head cosmetic, for sure. I was very impressed while looking at it in the game shop.
I'm not a fan of Jane's outfit at all.
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I miss the Lunar New Year event. The aesthetic was great. The Blood Moon event's aesthetic doesn't come close, and it just splashes red everywhere like there are no important red elements in the game for it to conflict with.
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Hatch offerings tell the killer where the final survivor will be. The killer just needs to be there first.
I've seen survivors change how they play when a hatch offering is used, refusing to ever leave the area or be useful because they want the hatch and don't care about powering the exit gates. I've seen killers forget the hatch offering was in play. I've never noticed a killer change their playstyle over the hatch offering.
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be claiming you can do the same thing on controller on 100 sensitivity is a load of BS..
People say that?
Usually if anyone disagrees with me, it's to say that of course controller is worse than M&KB, I shouldn't expect controller to be good, PC is what's important, etc. I've had people say M&KB makes no difference for survivor (and many prefer controller for that role), but I've never had someone say to me that it makes no difference for killer. That would be nonsense talk.
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Why do I think there's no clear-cut win condition?
Usually, a win or loss is clearly indicated by the end screen. All survivors escape, the killer is told "The Entity hungers." Okay, so that's clearly a loss.
Sacrifice one, it's still "The Entity hungers." So, still a loss.
Sacrifice two, "Brutal Killer." Okay, two sacrifices is a draw, right?
Sacrifice three, "Ruthless Killer." Is that a win? The killer doesn't get bonus points for it. The survivor who escapes is better rewarded.
Sacrifice four, it's "Merciless Killer." There we go, that's different from the previous screens, so that must be the win condition. The killer gets bonus points for no one escaping.
Then why does everyone keep saying a 3k is a win and killers should let the 4th one go? Why did the devs say 2k is a draw if the killer isn't rewarded for "winning" with a 3k?
Then take into account SBMM and MMR. A killer's MMR increases for any kill, not just sacrifices. A bleed out counts as a kill which increases the killer's MMR. But the end screen will not count a bleed out as a sacrifice, so you'll get "Ruthless Killer" for three sacrifices and a bleed out. No Adept Killer achievement for the killer in that situation. I think the killer does get the bonus points for no survivors escaping, though. Mixed messages, there.
So… ??? It's hard to say there's a definite win condition when different scoring systems in the game treat an outcome differently.
Edit: I think I mixed up two things, so I fixed it. The end screen remains ambiguous and the point system does not reward three kills in a way that suggests three kills is a win.
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@NewPlayer100102 said:
I almost bought Chucky and his wife cosmetic because they looked like so much fun while watching someone play him next to me.
But I knew they would break it, it was just too much fun to play with.
Same here. He's the only killer I don't own. Chucky still breaks my heart as he was the one killer my friend enjoyed, and my friend only got to play a handful matches as Chucky before the nerfs. So, not only does he miss what Chucky used to be, but he feels like he flushed his money away since he got so little playtime out of the chapter.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876283#Comment_3876283
While they're at it prolly should go ahead and ban those pesky vocal chords as well
And ban eyes, too. My friend and I play in the same room together, we glance at each other's screens constantly.
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@TwinsMain2004 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876133#Comment_3876133
literally half the posts i see about solo q are survivors complain about them getting chased and their team not doing gens
swf removes that entirely, so yes I do think they need it because otherwise people wouldn't scream my team wont do gens 24/7
these people would greaty greatly benefit from a simple "yea the killer is still chasing me you can sit there" or "He gave up and is heading towards you just run"
this was before the chase and gen ui stuff btw
literally half the posts i see about solo q are survivors complain about them getting chased and their team not doing gens
I think this is a problem with SBMM. Information about being chased shared via comms was useful before the UI update, but now the game's UI shows a survivor is being chased. If you know that gens should be getting done and the team isn't doing gens, then they're not on the same skill level. When my random teammates are more on my skill level, we're all doing gens. Nothing to do with SWF. I've had some great solo queue matches where everyone played optimally and you'd think we were SWF just because of how coordinated we seemed, but we weren't, we just had enough experience to know the best way to handle situations.
Then there are matches where someone teabags at me relentlessly instead of working on a gen because they want to heal me when I'm broken.
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- DLC transferring from Switch to other platforms as was originally advertised as already within the game
- Dead zone and response curve settings for controllers
- Optimization so my PS4 fans stop sounding like jet engines when there are a lot of particle and/or lighting effects
- Put the BP boosts back on Distressing and Beast of Prey
- Return of the Lunar New Year event
- Return of Lights Out 2.0
- Year-round snowball fights
Edit (some new stuff plus some things I forgot but other posts below reminded me):
- Revert Chucky to how he was on release
- Fix audio occlusion
- Normalize survivor sounds
- Aim dressing shouldn't cause killers to miss a hit they otherwise would have gotten
- More animated banners and badges (c'mon, I understand with charms, but these are flat illustrations)
- Fix SBMM so I'm matched with teammates of similar skill, solo queue is miserable
- Bring back The Knight's "The Bloodwyrm" head cosmetic
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875805#Comment_3875805
Just seems like they've accepted that it is what it is.
I imagine they'll keep having machines brute force it instead of actually optimizing it.
I imagine they'll keep having machines brute force it instead of actually optimizing it.
That's what I assume, too. It's just annoying. There are definitely things they could do to help console players, like more controller settings and lessening/downgrading the particle and lighting effects. Nope, seems like they rely on the newer machines to brute force the code and then hope the next ones will be out before the problems become game-breaking.
