TragicSolitude
TragicSolitude
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My default is Iron Will, Unbreakable, Borrowed Time, and an interchangeable fourth perk which could be Soul Guard, Tenacity, Plunderer's, WGLF, or something else, depends on my mood.
Of course, my perk loadout can change entirely if I'm trying to do a challenge or if I feel like doing something specific, like a chest build with Plunderer's, Ace in the Hole, and Pharmacy or Unbreakable. I may start to use Left Behind as the fourth perk in that build, because I'm tired of finding a key but not the hatch. Oh my god I hate how I never find the hatch when I have a key.
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1757106#Comment_1757106
"appreciate the rare few gems who actually want a fun game for everyone."
If this part of my original comment applies to you then congratulations. Otherwise I dunno what else you want from me. While they might need more than instakills to get pips, you can read from plenty of people in the forums and even in this very thread saying 'because muh pips'.
I apologize, it seems that killers who want to play more casual-ish matches get competitive survivors and survivors who want to play casual-ish matches get competitive killers. (You say "gem" and I'm a bit blind to it because survivor actions within the game say "punching bag.") This game has a knack for being extremely unlucky, like the four survivors who burn BPS and then the killer who burns a mori. Or during bloodhunts the people willing to farm never seem to be matched against one another.
Unfortunately, there's no way for matchmaking to understand playstyles, which makes for a lot of suck matches on both sides.
The pipping thing applies to why killers will go for the 4k and why they'll slug for the 4k, but in OP's specific case it doesn't apply, especially not with a disconnect. The killer would probably have to farm the survivors to pip, three-hooking each of them. There have been some threads here recently where killers were complaining that they weren't getting rewarded with BP or pips for playing efficiently, and the reason for that is that the game rewards killers for playing in a way that's fun for survivors, a band-aid for the fact that the game is so unstructured and either side playing efficiently isn't fun for the opposition. The game needs more structure so that neither side has to "play nice" or gimp themselves just to earn points and/or not make others miserable by trying to win.
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1757033#Comment_1757033
Right, except I was staying on topic of "tryhard killers". They had a question and that was my answer for it.
Okay, but I still disagree with your answer. When me and my friends play killer, we don't give a crap about pips; we just play to have fun. So, it's definitely not all killers who care about pips. Unless you're only talking specifically about "tryhard" killers caring about pips (which isn't what you implied, but maybe that was unintentional), but in OP's case that wouldn't apply, either, because if the Hag tunneled and mori'd off first hook (which it sounds like they did), then that's probably a black pip at best if not a de-pip, because the game does not reward moris. This sounds more like a case of either the Hag misinterpreting the survivors' actions or the Hag not wanting to play a 3v1 and just trying to get the match over with as quick as possible.
For a killer to pip, they actually have to play a long game; the more efficient the killer, the less likely they are to pip. Killers need more hooks and more chases. If a killer only cares about getting a 4k and doesn't care about BP or pipping at all, then they play efficiently and go for the fastest 4k possible.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1757000#Comment_1757000
Maybe the OP just wants to understand the mindset of someone who views the game competitively, when they play in a more casual manner? People are allowed to ask questions, and others have given good reasons (wanting to get the match over with, for example).
Things don’t always have to be so confrontational. I’ve had survivors get mad at me before for “tryharding” when someone rage quit and when I explain that I just wanted a boring match over with, they were usually more reasonable. It doesn’t have to be “us vs them”.
^ This. And I think one thing people may forget is that this game only has one mode; it's not split up between "casual mode" and "ranked mode," everyone is just thrown together and the two mindsets don't mesh. While some people can sort of switch between mindsets, a lot of people can't or don't want to, and that's not the fault of the players, that's a shortcoming of the game.
@GamerGirlFeng said:
Killers don't care about anything other than their pips. Don't expect much more out of them and appreciate the rare few gems who actually want a fun game for everyone.
This isn't an "us vs them" thing. I pointed out earlier in this thread that killers face this same problem against survivors; this issue applies to both sides. Most people play both sides rather than maining one or the other (who pays for a game only to play 50% of it?), so any behavior seen on one side is going to be seen on the other.
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Every time I'm on Lery's I see those cardboard-covered doorways and for a millisecond think they're breakable walls. They look shoddy and kickable as hell.
Yeah, on the one hand I understand wanting breakable walls to be uniform just like pallets and lockers (oh boy it's silly to see two different styles of lockers on Midwich), but at the same time they feel like a missed opportunity to add to the atmosphere of the realms.
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Kate. I also love Ash, he'd be my main if it weren't for Kate, but I think he of all people would understand someone choosing to stare at the hot chick. When my friend plays survivor, he mains Ash.
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It happens on both sides, man.
I never play as Hag, but I had to for one of the Tome challenges. All I did was put hex traps around one generator on Dead Dawg Saloon. Obviously I'm not trying to kill anyone, right? I'm just screwing around and maybe if I get lucky I'll complete the stupid challenge. Instead, at the end of the match, they key out, and each one makes a crapton of noise notifications at the locker and teabags before jumping in. Why?? What the hell did I do to them? I ignored them as they did that and went around breaking the breakable walls to get some points while they wasted time trying to BM me, so it worked out in my favor in a way, but it felt unnecessarily mean-spirited and douchey. All they had to do was leave, it would've been a 4e whether they hatched out or went for the exit gates, and I obviously wasn't trying to stop them, so what was the reasoning?
When I play nice as killer, I'm not asking survivors to farm or thank me (hell, I have messages turned off) or even be nice in return, but when they punish killers for playing nice... I don't understand the mentality there.
I will say that I do think it's easier for survivors to tell when a killer is playing nice/screwing around than it is for killers to tell when survivors are screwing around. It can be difficult to interpret survivors' actions, like whether they're BMing or saying hello, whether they're having fun with a friend or maliciously sandbagging, and whether they're not doing gens because they want to torment the killer or because they want to have mutual fun with the killer. So, a killer who goes all-out could be a dick, or maybe they just want to get it over with and move on to the next match, or maybe they're misinterpreting the survivors' actions.
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I watched my knife go right through someone earlier. They failed a skillcheck, and I don't know if 'cause they were in the failed-skillcheck animation or what but despite more than connecting with where the survivor appeared to be, it didn't register as a hit or anything. And most of my grabs fail, letting the survivor run away completely uninjured. That's a real kick in the teeth; it could at least injure them, but instead the killer just loses time to an animation that results in nothing. I love when there's more than one person on the gen, too, so the person I went after runs away uninjured while someone else sits there and pops it while I'm still stuck in the animation.
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While on the one hand MMR would be nice so people can learn new killers, at the same time it sucks to not be able to prepare for a match the way we used to be able to. Four flashlights in the lobby? Well, I'm gonna switch to someone other than Hag, then. Four medkits? Time to break out Plague. Now if you see a bunch of items that counter your killer, or items that your killer is missing the perk to counter (like Franklin's or Lightborn), your option is... dodge the lobby and re-queue up at the back of the line. Meanwhile, survivors can still last-second switch to three flashlights and a key or some crap.
The choices are [theoretically] better MMR but not being able to prepare well as killer, or one-size-fits-all-killers MMR and being able to prepare. Both options have their pros and cons. But right now MMR isn't even on, so killers get the worst of both worlds.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1756864#Comment_1756864
The funny part is, I never feel like I wasted a perk slot because despite it not working the first time they continue to try to blind lol
Oh man, I love when they do that. Every time someone with a flashlight throws down a pallet I'm just like, "Please try to blind me, please try to blind me." It's amazing the ones who will attempt it over and over again.
If the killer's running Lightborn, survivors don't get a "Killer Blinded" BP score event, right? (I wouldn't know because I'm terrible with flashlights as a survivor. I can't aim straight with a controller to save my life.)
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1755146#Comment_1755146
Lightborn is my new go to killer perk. Had a game as Billy doing the Enduring Tome challenge while wearing the new cosmetic and legitimately had a Survivor tell me the outfit is bugged because they couldn't blind me lol.
I've also had Survivors try to berate me for running Lightborn because "it's just one flashlight, it's not that hard to dodge" to which I replied I hate the blindness effect on the screen as it actually hurts my eyes and I got a couple free hits and a free down out of it.
These mindsets are adorable. And confusing. Killers get berated for using perks that are too strong. But apparently you also get berated for running a perk that they seem to consider weak. If flashlights are so easy to dodge, why try to use flashlights at all? If Lightborn is so unnecessary, shouldn't they be happy the killer wasted a perkslot with it?
Yeah, I hate the blindness screen, it's not pleasant. Apparently before I started playing it used to be worse, just a bright white screen, and damn that musta been hell on killers. But I think survivors who laugh at killers who don't want to be stunned or blinded don't realize that the game was designed on purpose to make killers feel like they fudged up and are being punished when those things happen, and they feel unpleasant, like physically so.
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Unfortunately, when talking about cross progression, only PC versions and Switch have been given the "soon" response. As far as Xbox and PlayStation are concerned, those are wishlist items that may never happen. As much as I want cross progression so I can go from PS4 to PC, I'm not holding my breath.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1755161#Comment_1755161
I usually only equip it when i see flashlights in the lobby (more than one). cause, hey, if they found it within the match, that's fair.
I've had too much trouble with getting blinded despite immediately looking away. My screen shouldn't continue getting more obscured and then go full-blinded after I've looked away. Ever since dedicated servers, there always seems to be some problem or other with flashlights; I have loved the buff to Lightborn since day one. (I had no problem countering them before dedicated servers, so something definitely changed.)
Anyway, when I can switch mid-match from throwing bottles to going bing-bong to swinging wild with a chainsaw, then we'll talk about chests being fair lol. (I'm just kidding, I love running chest builds as a survivor; looting is fun.)
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@MeltingPenguins said:
While it's not the best solution:
Get lightborn. usually these swfs will bring flashlights from the start. then pretend to try to avoid getting blinded and mow them down. I have yet to have one swf to play like that that wouldn't result in a 4k simply cause they can't wrap their head around the idea their plan to be obnoxious isn't working.
I [BAD WORD]ing love Lightborn. I don't play for kills, so I leave it on at all times. It's wonderful. Woe to the survivor who finds a flashlight in a chest and thinks no killer is stupid enough to equip Lightborn when there were no flashlights in the lobby. Ha! I showed them.
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If someone teabags during a chase, I'll just look at them for a second, then turn around and go in the opposite direction. I know they hate that, because some will disconnect when I refuse to chase them. Whether they're trying to distract the killer as a strategy or trying to tilt the killer for the lols, it fails. Makes me laugh.
Recently I watched my friend have a match where two survivors ganged up on him during a chase: one would get behind him forcing him to get pallet stunned by the other. That was a real "I quit, I'm going afk at the gate" moment for him. We've also seen a large number of survivors lately trying to force their DS. Neither of us tunnel, so they're having to put in extra effort to do this; my friend is inexperienced and not looking out for it (and I think naively hoping that survivors will see he's playing nice and just having fun and so return the favor, poor guy) so they'll sometimes succeed, and that's usually it for him, that'll be his final match for the night. There's really something wrong with a player who will DS, DH, and teabag the guy who for 99% of the game was just goofing off having a good time and not trying to kill anyone. And then survivors wonder why killers play like dicks; it's 'cause the nice ones get treated like garbage.
Anyway, I go put my nose against the exit gate if I'm not having fun.
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Late in the game it can absolutely have strategic value to give the final survivor a chance at the hatch. Or if it's the EGC a survivor might suicide so their teammates don't risk their lives trying to save them.
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@Pennywise said:
The quality of the rifts have got progressively worse, now I'm not even trying to complete the challenges. The effort isn't worth the pay off.
I agree with the quality of the Rifts. This newest one is awful.
With each Tome I've gotten progressively more annoyed with the levels being time-locked. I don't like that DbD forces me to complete the challenges on its schedule rather letting me complete them on my own schedule. I don't mind waiting for the next Tome, but at this point the artificial cap making me wait for each level of the current Tome has made me quite frustrated. I want to play on my schedule. DbD does not drag this out for my benefit, to make sure I don't finish it too quickly and get bored; it does it for its own benefit of making it more difficult to complete the Rift and making sure players can't take an extended break, which makes the inevitable burnout worse.
There are enough roadblocks put in place to make completing the challenges more difficult than it needs to be (being forced to choose which challenge to work on before the match, only being able to work on one at a time, being totally screwed if you accidentally leave a survivor one selected when you play killer and vice versa); time-locking them on top of that feels mean-spirited. I have to go out of town for a couple weeks right when the final level of the Tome is released? Well, [BAD WORD] me, I guess.
I want to do the challenges. I like doing the challenges. But at this point not being able to do them at my own pace is making me consider quitting DbD entirely.
(Sorry, only the first two sentences are really a response to the post I quoted. Otherwise, I'm just taking this opportunity to express my growing annoyance at something many players have been unhappy with from the very beginning.)
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I've put enough money into the game for cosmetics and stuff. Those cosmetics are worth less than $10 a pop, so that money should be going towards making sure I can play this game on PS4. The money I've put into this game so far hasn't resulted in what I'd call a huge improvement. I'm not sure anything can really fix the damage that moving to dedicated servers did. Some games I'll go for 10 grabs; 9 result in the survivor running away untouched, and 1 actually ends with a survivor on my shoulder. Mikey's EW power bar going backwards, survivors running through Plague's vomit untouched, the survivor getting lost on the ground because they teleported when I downed them... yeah. If I could give a $10 donation to move the game back to P2P hosting, I might consider that. But that'll never happen, so I'm keeping my money.
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I bought the first premium Rift and haven't needed to spend any money since because I earn the auric cells back to purchase the next one. Beyond that, I think I've only bought auric cells once or twice, and I used those to get some cosmetics for Spirit, Legion, and Ash. Otherwise, I only purchase cosmetics with shards.
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When I want to earn BP fast, I put on BBQ, Beast of Prey, Distressing, and Whispers. (Thrill of the Hunt is a Hex, so it's not reliable for earning BP. Whispers will help ensure that you're not in an empty area of the map, which is why I like it. Maybe you don't need it and would prefer to have something to help slow down gen repairs like Pop or Ruin. It depends on your playstyle.)
Spirit is good for BP earning because she earns points just for phase walking. Doc is good for BP because he's Doc.
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Okay, I'm in a match right now where I hook someone, another one goes for the save before I can even walk away, and despite that I have no terror radius so BT isn't in play I chase the savior because I don't like tunneling. The one who just got unhooked starts getting in the middle of the chase vaulting over a pallet in front of me hoping that I will screw up and accidentally grab her so she can DS me.
I can't chase the other survivor with the unhooked one doing that. Damned if I do tunnel damned if I don't, #########.
Devs... Fix. This. [BAD WORD].
Edit: Sorry, I'm just ranting. I don't even know what you could do to make DS not stupid in this situation. I'm just annoyed that I keep getting survivors who go out of their way to try to DS me, lately.
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Personally, I feel like survivors shouldn't get map offerings, only killers. Certain killer builds only work on specific maps, so if a competing offering takes them to a different map the killer might as well go afk. An ineffectual killer makes for a crappy match for all five players.
I don't expect everyone or necessarily anyone to agree; this is just my opinion. And no map offerings for survivors would make the map-specific achievements more annoying, which would suck.
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If a survivor does anything except run for their life, they are not being tunneled. Deactivate DS if they do any sort of non-chase action like touch a gen, touch an exit gate, start to unhook someone, etc. It's moments like getting stabbed by a healed survivor going for an unsafe unhook that make me want to burn the game to the ground.
As a killer, the 60 second timer feels like forever. As a survivor, 60 seconds feels like nothing. So, I guess leave the timer as it is.
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Watched a match against a Leatherface today where NOED came into play... my friend cleansed 4 totems, then the last gen pops and he gets whacked, boom! NOED. Goes down and gets put on a hook one foot away from the lit totem. Needless to say, Leatherface didn't leave that spot. He and one other survivor died on their first hook. The other two escaped.
It wasn't NOED that felt like the big problem there but the fact that of the other three survivors not one touched a damn totem. And the thing that always freaking sucks is that it seems to be the rule that the person who cleanses the majority of the totems will die to NOED.
When NOED pops and I never touched a totem, it feels like I screwed up. When I cleanse 3+ totems and NOED pops and I go down to it, it can feel like absolute bull[BAD WORD]. I don't know how to fix that, though.
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Identity V. Very similar gameplay model with a bunch of unique killers. It recognizes that the killers themselves do not equal different game modes, because it actually has a few different game modes.
This is one of the reasons people are so disappointed that DbD isn't doing events for holidays. Without any alternative modes, events were the only thing that shook up the gameplay at all.
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@C3Tooth said:
For my taste
- As Survivor: I like that I can sneaky/hiding/evade from Killer nearby. Or able to get into a long chase (I once able to made chase vs Doctor for like 3-4min), even though I died, it was alot of fun.
- As Killer: I can image if all survivor hiding, you just walking around kicking gen, which isnt fun. The fun is to slashing people, killing & hooking.
The goal of fun is opposite for both side. If survivors are hiding, Killer has nothing to slash. If survivors are so great at chase, Killer has nothing to slash. If Killer can easily down survivors to have fun, then how Survivors have fun from that?
How one can balance the fun between those?
^ This. This is one of the problems at the core of this game. Walking around the map looking for survivors is boring as crap. There have been times when at the beginning of the match I've made a full patrol of all five generators twice and still not seen anyone and I have to talk myself out of putting down the controller to go get a snack.
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I watched my friend get tunneled out of game after game just trying to play normal, not doing anything to provoke anyone. It was both frustrating and boring, so he decided to stop playing for real. In the next match, once the killer started chasing him, he threw down a pallet and t-bagged like mad with no intention of trying to even win that chase much less escape. He was just screwing around. In that same match, he never tried to take off the RBT and his head exploded during the EGC. He was very disappointed the Pig didn't get to him in time to see him t-bagging while his head exploded.
Usually he doesn't act like that, he mostly plays killer so he knows how toxic t-bagging can be. But he wasn't trying to escape, he knew he was going to die, he was tired of dying in matches without getting to participate and at that point he just wanted to act stupid and have a laugh. (We play on PS4 so there's no convo with the killer afterward.)
That was yesterday. I know that's just one particular case and not necessarily an example of all survivors ever or anything, but maybe it provides some sort of insight.
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@JPLongstreet said:
The killer lobby lock is required for the mmr, according to the devs, so I would not hold my breath for that to return.
Oh, I would never expect it to return. I know better. But I'll still point out how much it sucks that there is no MMR right now yet killers still aren't allowed to switch in the lobby (yay for the Hag who waits in a long queue only to see 4 flashlights in the lobby) and the problem that lets survivors see who the killer is might still be there. That's ridiculous. That would mean survivors can actually prepare for a match better than the killer can.
@Axe said:
https://forum.deadbydaylight.com/en/discussion/comment/1745074#Comment_1745074
4x Calm Spirit against Doctor is pretty obvious.
But Spine Chill is probaly a very popular perk right now as we start to get a lot more killers that either play someone like GF/myers that can sneak up on people, tinkerer made it to the meta and spine chill will alert you if the killer is coming to your gen. Also lot of people are starting to play Spirit again after her bug got fixed and spine chill is very good to counter her. Personally I bring iron will 9/10 games I play cause I always assume its gonna be a Spirit.... or atleast a killer that use their headphones
Ah, okay. In my matches lately I've seen a pretty wide variety of killers, nothing that would make me choose Spine Chill over anything else, but every region/rank is different. (I too love Iron Will. It's saved my butt so many times.) But man I really get tired of Spine Chill ruining my tier 1 Mikey fun. I try to sometimes crabwalk or whatever to play around it, but I dunno it feels unnatural to be doing that, I'd usually rather just move on quickly and hope I get to be spooky in the next match.
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Man, if this isn't fixed, couldn't they at least let killers go back to switching in the lobby again? That was the only way to try to combat this was last-second switching, and now killers can't even do that.
Is this why I see four-man Spine Chill so ridiculously often while playing Myers? Or is it just a coincidence? I'm really curious, now.
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It's like they kinda sorta wanted to do the Dream Witch from Identity V, but what they did isn't even a fraction of as cool as her design. This killer is the least aesthetically interesting one they've designed yet, and I thought the Blight (apart from a couple of his cosmetics) was rather subpar. In terms of visual quality, this killer is really disappointing. (As a PS4 player, I can't comment on the new killer's power.)
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It's really disappointing that the new Legion mask isn't animated in some way. What they created is so boring and lackluster, there's no personality to it.
I also wish they'd put the glowing bits back on the cosmetics. My Legion Day of the Dead cosmetics are just crappy without the awesome glow.
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@landromat said:
these killers will stomp if your team has no spine chill, but with it killers are weak
Are killers more fun to go against when they're weak?
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@Hex_Stalk said:
Now I'm not referring to doing well as in hook each survivor 3 times, etc. I'm referring to absolutely destroying survivors and you barely get anything at all. If anything the killer should get way more in that regard.
Here's an example: You're hired to kill someone (Don't do this) and the payment is $1,000,000. You find them, kill them, easy money. Go to collect your payment and you're only given half of what you were promised. Well why were you given only half? Because you didn't let them run away for 2 blocks, didn't let them call the police, and didn't let them find a place to hide.
THAT is the state killer is in for dbd. Kill the survivors very quickly, you don't get jack. You are FORCED to play the survivors little game of cat and mouse if you want a better reward. Hell, you even get points for the survivors healing up, like HUH??? Isn't it my job to NOT let them do that? Why are you rewarding me for letting them do something I should be stopping them from doing? Ooooooh I get it, you're FORCING us to let the survivors have more fun because if we don't kill them how the DEVS want us to, we don't get anything.
Killer doesn't feel rewarding if I'm penalized for, you know, killing!
@WishIcouldmain said:
Yeah I think that'd be better if you end the match quickly you'll get more points.
The game's never going to reward a killer for finishing quickly. That's not what the game wants killers to do. It'd be one thing if the survivors were bots, but they're not, they're people playing a game, so the game isn't going to reward you for cutting short their experience. DbD needs players/customers to survive, and encouraging killers to just annihilate the opposition in as little time as possible would be bad for business.
It would be better if the game were designed so that things were balanced organically. Instead, however, the devs have made it so that the reward system works as the "balancer," encouraging killers to play the way that's the most fun for survivors by rewarding them for doing so. (It can feel pretty crappy though to know you could play more efficiently but are hobbling yourself just so you can earn more BP.)
The game's never going to reward killers for quickly slaughtering the survivors. If anything changes, it'll probably go in the opposite direction, like the devs putting artificial caps in place to keep matches from ending prematurely.
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I turned off messages and friend requests on PS4 because as funny as this can be it gets old.
I had a match as Pig where I think I 3-hooked everyone. The first person did not die until everyone was on death hook. I got a message after that match complaining about tunneling and slugging (they ran in front of me with their little helmets on, I was nice enough not to put them back on the hook but eff you, you guys don't get free passes for being idiots). I asked them how I could've tunneled them when everyone was on death hook, but they never answered.
I'm so glad there's no post-match chat on PS4. I like knowing that my opposition has no option but to keep all their rage about how everything wrong is my fault to themselves.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1734493#Comment_1734493
"Don't feel too beat up" - exactly these dismissive ideas is why this game is so unfun for Killer. Every match if it's not the hatch, too many pallets, SWF, too many second chances, or the overall fact that while playing Killer you are not getting the feeling you are being rewarded for playing good. It's just expected that Killers "be fine with it". That they all should just go "That sucked" and just move on. While the survivors can bully, harass, and abuse the game as much as they want.
Play Killer and you're expecting to have a bad time, you have to just accept it, and move on. Play Survivor and the game should be catered to you to the point for the most part you're having fun.
Play Killer to do a job you're not being paid for. Play Survivor to have some semblance of fun, even with friends.1
This:
Play Killer and you're expecting to have a bad time, you have to just accept it, and move on. Play Survivor and the game should be catered to you to the point for the most part you're having fun.
Play Killer to do a job you're not being paid for. Play Survivor to have some semblance of fun
Playing killer is the most thankless job you don't even get paid to do. On the forums I see players talk like the killers are NPCs who need to be nerfed for survivors' benefit, fun be damned because hey, there's no person actually playing killer anyway, right?
DbD is the one game I play where playing the objective isn't fun and I have to make my own fun, whichever side I'm playing (gen repair is not fun, either). As killer I screw around a lot and do basically everything except giving survivors what they want/expect. DbD really doesn't reward players enough for the amount of effort put in trying to play the way the game wants you to, so I basically ignore all that crap and do my own thing, even if that ends with like no BP and 4 survivors escaping because at least I did what I wanted to do and not what others expected of me.
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@eff said:
https://forum.deadbydaylight.com/en/discussion/comment/1733212#Comment_1733212
Nah, I never respond, just send out reports and leave. However, to be honest, still makes me sad a lil bit when I thought that the game was good
It really seems like some players consider this game to be real life. Like, by playing survivors they're going up against a real killer. "How dare you be a killer?! We'll show you!"
I really don't think they understand that if no one plays killer, there will be no game for them to play survivor.
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Man it'd be nice if matchmaking worked. As is, I use neither add-ons nor offerings as killer, that way I feel no obligation to play a match where the survivors are obviously lightyears out of my league. If you force yourself to play even when it's not fun, you'll just end up frustrated and hating the game.
A group like that gets their kicks from making the killer miserable; take away their fun by putting your nose up against the exit gate switch. Is that a good solution? No, but there's no way to change the behavior of the opposing side, nor can we force matchmaking to suddenly get fixed (oh, what a dream), so in the meantime this terrible advice is the best advice I can offer.
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I don't like how the maps become more generic when they get updated. It's disappointing how much MacMillan looks like Springwood. As more maps feel the same, the easier it becomes for matches to feel repetitious and tiresome.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1731018#Comment_1731018
I completed the last tome IV in pretty exactly 140 hours and even had 60 fragments open with unfinished challenges of level 4. It is totally finishable with 2 hours a day.
If the streamers did not finish it, they did not complete the challenges because they don't want to build their content around the challenges. And the challenges make half of the progress. But anyway I don't know what you mean with ungodly amount. If you don't finish challenges at all, you would need 4 hours per day. And most fulltime streamers I know play the game like 7 hours per day and would have no problems to finish it
Um, my definition of "ungodly hours" was 5+ hours a day for more than half the days in a week. The guy streams as his only source of income. I know he's not the only streamer who didn't complete it, just the only one whose number of hours I remember.
The way challenges are set up is really bad. The player has to select the challenge before playing a match; if they accidentally have a killer challenge selected when they play survivor (or vice versa) then too bad. The Battlepasses I usually see let players work on multiple challenges at the same time. But even with it limited to one at a time, DbD could at least let players choose what challenge their progress goes towards at the end of the match. It's quite annoying/disheartening to complete the requirements for one challenge but have a different challenge selected for which you gained zero progress towards. The Tome challenges are set up in an extremely player-unfriendly way that does nothing except increase the grind and frustration.
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1731110#Comment_1731110
Yeah, and that works exactly once. Then you know what you face. And from tome 1 ongoing they said, you can purchase the pass AFTER you finished and will be rewarded everything, so no need to hurry. In my opinion, they gave you everything you need to not make it a money driven feature. If you fall for any trap with this season reward system, then you set it up by yourself.
And yes, there were huge calculation threads on the first tome, 2 hours contains waiting and spending BP. Actually this is designed to spend 6 games of exactly 10 minutes per day, as 10 minutes gives you the maximum XP of 600 per game. 2 hours per day is assuming 3-4 games of around 550 XP per game
EDIT: I also did not say "there is no reason to lie", I said "I don't see a reason" which is my opinion, based on the fact that they made the pass purchaseable on day 70"
Another edit: They also said what the average amount of hours per day is, so you got a pretty clear idea of if your playing behavior will be in range of completing the rift
In my opinion, DbD's battlepass is more grindy and less rewarding than other games' battlepasses. Discussing whether or not it's a predatory system would be a lot of talk of marketing strategies and psychology (plus with none of the behind-the-scene documentation from the developers it'd be a lot of conjecture and assumptions, which is why I specifically said I wasn't accusing anyone of anything, just putting forth a bit of observable psychology) and would be off-topic. I also don't really have a position to argue for; my feelings here are rather ambivalent other than that I think the Rift is too grindy, which is an opinion and not something that can be proven one way or the other.
The Rift is what it is. DbD started to decrease the amount of grind required for a while by increasing the number of challenges in the Tomes, but then they quickly back-stepped and the grind required has gone back up, which to me seems really uncool because in my opinion this is the most lackluster Rift yet. I have always thought that this game does not properly reward the amount of effort put in, both for the Bloodweb and now for the RIft.
Anyway, I agree with you @Zboard that the Rift feels like a chore to complete. The amount of grinding needed for DbD has always crossed that line, going far past fun and rewarding and becoming an inevitable path to not just total burnout but in some cases animosity towards the whole thing. The Rift does not increase the fun in the game, just that feeling of being required to play past the point where you'd normally stop in order to get the game's full value.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1730519#Comment_1730519
The average is the sum of all players playtime divided by the number of players.
That's what the devs said at least, so either it is the average player, or BHVR lied. I don't see a reason why they should lie about it
Okay, I am not saying the devs lied. I want to put that out there, I am not accusing anyone of anything. But, saying there's no reason to lie is a mistake. Psychologically, telling people that it's designed so that the "average player" can complete it gives players a false sense of security that they'll be able to complete it. It makes them more likely to purchase the Rift in anticipation of completing it, because hey, if the average player can do it, then they'll certainly be able to. It increases the likelihood that players who don't put in enough hours to complete the Rift will still buy it, and that increases the likelihood they'll put in more money to buy the tiers they didn't earn.
It would be crazy to come out and say "Only the hardest of hardcore players will be able to complete the Rift." No one would buy it, then.
(Also, the term "average" is very misleading. A few outliers can completely skew the numbers. Laypeople usually think of a number closer to the median than the mean when they hear the word "average." Just throwing that out there. Not to mention, does "two hours a day" take into account all the time waiting for a lobby? The player isn't earning XP in the lobby.)
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I like running Distressing and Whispers; the combo of those two perks means I get the best value out of his shock blasts. I usually put Unnerving Presence in as a third perk to go along with Distressing.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/203697/the-rift-and-the-grind
It isn't designed for casuals, it is designed for the average player, that plays 2 hours per day. It is just that there are a bunch of x-thousand hours players, that push the average, resulting in only 30% (random guess) of all players being able to finish the rift. There are more people below average than above
I've seen streamers who put ungodly numbers of hours into this game say they've failed to complete Rifts. That's ridiculous.
The Rift isn't designed for the average player. The Rift is designed to keep people playing the game beyond the point when they would normally have stopped. It's to get people to pay extra money to buy the remaining tiers of the Rift when they're unable to complete the grind.
DbD uses the grind to keep players coming back. Unfortunately, the grind isn't fun, and the rewards are becoming less and less rewarding (the current Rift is very low quality), so it's really just going to cause a lot of burnout amongst the playerbase.
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I am so [BAD WORD]ing tired of the frames going to [BAD WORD] every [BAD WORD]ing time Bloodlust tiers up. For [BAD WORD]'s sake it's beyond time this [BAD WORD] got fixed.
As survivor, too, I can always tell when someone's doing something somewhere else on the map because of the way the frames drop. It's ridiculous how poorly this game plays.
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I mean, usually when players are discussing how strong a killer is it's based on their basekit. It gets complicated in a lot of ways when perks and add-ons are brought into the mix.
A screencap or anecdote doesn't mean much in the grand scheme of things. The survivors might be really bad, the person playing killer might be really good. I remember one player who was a rank 1 no-perk Freddy getting 4ks (old Freddy, not new Freddy); any killer can seem strong in the right hands.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1729617#Comment_1729617
I'm sorry but that's just being FAR to generous with BBQ.
You could remove BBQ entirely from the game, change the scoring system so that rehooking survivors (camp/tunnel) is a net loss, therefore incentivising the killer to move.
And I'm not even serious with that idea, I just spitballed it as an alternative.
BBQ doesn't need the BP generation.
But that wouldn't encourage killers to bother hooking. Slugging is easier, and then I wouldn't have to worry about the losing-points-for-rehooking-the-same-survivor thing because no hooks were involved. I can slug and move on to the next target without wasting my time carrying someone to a hook just so they can get pulled off and run away a second later.
Playing killer without a point multiplier feels stupid. With the grind of the Bloodweb, the game doesn't 'reward enough BP per match for the amount of effort put in.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1729592#Comment_1729592
You can literally sacrifice the reveal aspect of the perk and proximity camp because you know people will come in for the unhook and therefore your potential 4k. Assuming people use the perk for the reveal in the way you mentioned is just naive.
In any event, based off what you said, if NO survivors are revealed the killer MAY camp, expecting people to unhook, correct?
How a killer uses it varies by player. Different killers will utilize the perk in different ways. Some killers will see no auras and think survivors might be nearby; others will see no auras and think the survivors used one of the perk's many counters and will go back to patrolling gens.
No perk is going to be perfectly designed. Unless the devs make a perk that literally transports the killer across the map, there will always be killers who camp. I'm not saying I expect players to use the perk in a specific manner, but BBQ is designed the way it is for a reason and it incentivizes (not guarantees) a certain playstyle that benefits survivors.
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I hoard items, offerings, and add-ons. I rarely use them; I just collect them, amassing a digital graveyard of spent Bloodpoints and looted chests.
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BBQ is an important perk. One of its reasons for existing is to encourage killers to spread the love rather than camp the hook. The range is 40+ meters, meaning the killer has to go far away from the hook to get to the survivor whose aura he saw. That benefits the person on the hook and whatever survivor goes over to make the save. The point multiplier for hooking each survivor encourages killers to go after each survivor and not only focus on one.
Does it always get a killer to not camp and tunnel? Of course not, but if a killer camps the hook, then what they've done is given themselves one BBQ stack and ignored the auras, making the aura part a non-issue because the killer didn't use it. Camping and tunneling lowers their chances of maximizing their point gain by getting a 4-stack.
The perk is designed to get killers away from the hook by giving them both incentive (points) and information (auras). Remove either of those and the perk not only becomes less useful for killers but also less helpful for survivors; survivors will see an uptick in the amount of unfun gameplay (tunneling, camping, slugging without hooking) from killers if BBQ is messed with.
I see a lot of players on these forums talk about how they play for BBQ stacks. When I was playing killers as I leveled them and I didn't have BBQ... I was a miserable killer to face, I'm sure. I lost the desire to hook anyone at all; I would just slug or play super lazy, providing some of the least interactive gameplay the world has even seen. It just seemed pointless to put in as much effort as killer requires without the point multiplier.
Changing BBQ would be bad for everyone.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1728733#Comment_1728733
I get that, and obviously they could make it so that when a new theme is available it applies it by default for instance. But there are plenty of times when there is no special theme, like now for example, and letting people see some of their old themes is also a way to help the players reminisce about things they enjoyed in earlier chapters.
Indeed. I'd probably be going back and forth between the 2018 Hallowed Blight theme and the Silent Hill theme. And I'd enjoy checking out some of the ones that came out before I started playing. It feels like such a waste that these cool themes come out and are then gone forever.