Avatar

TragicSolitude

TragicSolitude

About

Username
TragicSolitude
Joined
Visits
8,306
Last Active

Comments

  • @C3Tooth said:

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

    Ignore me, I just like pictures over words

    I love your pictures. Please never stop. 🧡

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342120#Comment_1342120

    Do survivors get full escape points for the Killer disconnecting?

    The past few days I've been playing survivor, I've gotten gold and iridescent Unbroken emblems after a killer disconnects, causing me to pip when I definitely didn't earn it. Pretty sure I got the 5k BP for it as well. And I got to keep any item I was holding.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342053#Comment_1342053

    I play Killer occasionally and cannot remember the last time I got DC'd on. Same as I cannot remember the last time I got DS/BT. Or the last time I had anyone particularly rude in my post game chat.

    I don't disagree...I've played survivor and had people DC before anything even happened because they apparently didnt like the map or the killer or both...oh well. The Killer gets DC pts. Thats all they deserve. They didnt earn 3 hooks. They dont deserve 3 hooks worth of pts. The likelihood of them giving the survivors any alleviation is extremely slim. And for every one time that happens, I can show you 20 where the killer is being a complete and utter douche. So no, under absolutely no circumstances does anything additional need to added to the game to make the most ######### behavior possible MORE rewarding.

    So then high ranking survivors shouldn't get points for escaping when they bully the rank 20 killer into disconnecting.

  • I love horror movies. My favorite is John Carpenter's The Thing.

    I love reading. The Discworld series is my favorite. I also like writing and am passionate about the art of good storytelling (and I will decry the current state of storytelling in all media if given a chance).

    My first gaming system was an ATARI 2600.

    My most played games are probably The Dead or Alive series (both the fighting and volleyball games) and Animal Crossing.

    Other video games I've played recently are Catherine, The Evil Within, and Battlefront II. Some of my older favorites (besides classics like Super Mario Bros.) are Parasite Eve, American McGee's Alice, Oni, Phantasy Star Online, and Viva Pinata.

    I struggle with social anxiety and depression. I prefer being cold to being hot. Autumn is my favorite month. Halloween is my favorite holiday. I prefer physical media to digital, and I like collecting stuff. I pretty much live on Flamin' Hot Cheetos. I'm a dog person.

  • The problem with the ranking system is that it's two things at once and so it's bad at both.

    Rank is supposed to match players up with other players at a similar skill level.

    Unfortunately, many players see the rank system as a "reward" system. This is what screws the whole system up. De-pipping is seen as a punishment. Rank reset set people far back and then it was "too difficult" to get to red ranks to unlock that achievement on Steam. Red ranks became a gold star, something everyone should be able to achieve, which killed matchmaking.

  • @xBEATDOWNSx said:

    Dead Hard for sure. When I play killer, I either A. Bait it out and just slap you after you use it.

    B. Swing without baiting, realize you have have it and remember for future chases.

    Dead Hard is simply not as effective as people make it out to be.

    I've only used Dead Hard a couple times, but when I did I saved it for the end game. So many times, the killer will be chasing me, I'll make it into the exit gate... and the killer will down me a couple feet from escaping and I'll die. I have taken Dead Hard with me a couple times just to use in that exact situation; the killer didn't know I had it 'cause I'd never used it, and I just DH'd my way to freedom.


    Anyway, the meta perks I've never seen the appeal of are Corrupt Intervention (maybe if I played killers that needed set-up time more? I dunno) and Sprint Burst (I always waste it at stupid times and am then Exhausted when I actually need it).

  • I have fun screwing around.

    Know how many times I've chased one uninjured survivor around a loop for 5 gens because they don't want to take a single hit? A lot more than I should have. It's quite funny. To me, anyway. The survivor did nothing except hop over one pallet for somewhere between 5 and 10 minutes, but since they chose to do it I assume they enjoyed it. Last gen pops, I walk away and open the door, because it was never about downing them: it's just about screwing around. Then I go look for the hatch, ignoring whatever it is the survivors may be doing when they go to the exit gates.

    As survivor, I'll just run whatever perks and see what I can do with them.

    Just 'cause the game wants you to play a certain way doesn't mean you have to. DbD is very open-ended, you can play how you want. A lot of killers have fun protecting the basement chest. Unfortunately, if you want to win by DbD's standards, you'll probably have a terrible time, because just like you've seen: as killer you get the super-coordinated survivors and as solo survivor you get potato teammates. Bugs and problems with dedicated servers only make it worse.

    As for the toxic crap: I'm on PS4 and I turned off friend requests and messages. The silence is glorious. On PC you can close the chat box and it'll stay closed, I think.

    The thing that makes it less frustrating is to play as whichever side has the shorter queues. It's waiting in a long queue for a crappy game that makes DbD really frustrating. Or, since survivor queues were really long last night, I played matches as short breaks while doing something else, that way I wasn't "killing time" while waiting in a queue, I was doing stuff that needed to get done and occasionally taking much-needed breaks. The queues were long enough I could get a lot done while it searched for a match.

  • You crossed off Plunderer's? You know how many times I've escaped because Plunderer's helped me pull a key out of a chest?

    Meanwhile, Thanatophobia is terrible and the updated Ruin just forces survivors to gen rush. A lot of killer perks only work once or have a huge cooldown.

    Stridor is pretty much only used with Spirit. Back when I did the Nurse Adept, even with Stridor I couldn't hear anything over the Nurse's wheezing. On top of that, Stridor confuses killers who don't normally run it because survivors sound closer than they are.

    All strong survivor perks work on all survivors. Each different killer has certain perks that synergize well with their powers and other perks that don't. You can't really take a perk that's only used on one out of twenty killers and say it's a good perk. Not to mention, you say Quick and Quiet is a good survivor perk, but you leave out the perks that synergize well with it like Dance With Me, Head On, Lithe, and Lightweight. Stealth survivors use Lucky Break with Iron Will to hide themselves that much better. And the number of survivors I see still run Urban Evasion tells me it's not considered useless.

    Survivors don't have to run second chance perks. They run second chance perks because the game was balanced around survivors taking two hits to go down; when that's changed with DS, BT, DH, Adrenaline, that swings things in the survivor's favor, especially when multiple survivors run those. Considering how ridiculously strong those perks are when all things are considered, trying to get survivors away from those by creating stronger perks becomes an obviously bad idea. It's never just about one survivor. There are four survivors, so if their perks are individually as strong as killer perks you might as well just take the killer out of the game entirely.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339594#Comment_1339594

    You should never cleanse against Plague, though. Cleansing against Plague is always a terrible, terrible idea.

    You should always 99 the exit gates. You deny the EGC timer as well as Blood Warden. If you 99'ed it properly, the only thing that would cause you to take extra time opening the gate when you need to leave is approaching it from the wrong angle—which, at that point, that's on you.

    Similarly, you should never Dead Hard against a Frenzying Legion. You're not "denying" him any pressure because his power doesn't give him any pressure and all you did was burn up your Perk slot that could have been used to actually keep yourself safe from a more lethal hit.

    Cleansing against Plague isn't always a terrible idea. It depends on how the Plague is playing.

    I was recently playing as Plague because I had a Daily Ritual for her. I puke on them, chase them, hit them. I'm too lazy to ever go get the Corruption, and I'm just screwing around anyway. I'll walk around the map, chase and hit some survivors, and move on. For three of them, that was fine, because they'd bother to cleanse.

    Jake, however, refused to cleanse. Not even once. Even though all his teammates cleansed. Even though I never once went and got Corruption. Jake ended up bleeding to death because he was always a one-hit down. Everyone else escaped because they didn't go into the dying state from just one hit.

    I'm sure he read online players telling him to "never, ever cleanse against Plague" and that's all he remembered. Never cleanse. And that got him killed.

  • It'd be difficult to implement simply because there are so many perks specifically tied to gens.

    I wouldn't mind seeing maps become more interactive. Danger zones. Traps. Moving pieces. Getting my fortune told by Zoltar. I dunno, something to make things more interesting.

  • Yeah, I wish I could select separate challenges for survivor and killer. So many times I've forgotten that I changed the challenge and oops, anything I did didn't count because I was playing killer with a survivor challenge selected. -_-

    A better option (which BHVR would probably never do but man, this would be so preferable) would be to let players choose which challenge they want progress to go towards at the end of a match. It's super annoying to be trying to complete one challenge and while you fail that one you happen to complete the requirements of a different challenge that you didn't select. I've got a few different Tome 2 challenges left and it'd be nice if while I try for one challenge I could put my failed attempts towards a different challenge (trying to 4k as Spirit or Doc, but when I inevitably fail I put the match towards one of the Malicious emblem challenges). Having the ability to choose one of the available challenges after a match would be one of the best QoL updates the Archives could get.

  • I dunno why they don't just give all killers the Benny Hill music and be done with it.

  • I need to update this, I was actually wrong about something. The start-up screen is not the worst offender. It used to be. It is actually the offerings screen that now causes the fans to get the loudest. Even though the screen only lasts for a few seconds, the fans get extremely loud and it takes them longer to calm down than the length of time the screen was up (I timed it: the offerings screen was up for 4 seconds; it took 32 seconds after that for the fans to return to normal).

    That's not okay. It's an offerings screen. Whatever it is about it that taxes the PS4, it's not important to gameplay.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335748#Comment_1335748

    As a killer main i can tell you first hand the vast majority of us dont care when people dc. Were still getting our points and the mori animatiin is whatever. If youre out of the game its just one less person.

    That said id be lying if i said ive never dc'd out of anger so I get it 😊

    I know the mori animation would still complete back before dedicated servers. Does the mori animation not complete anymore if a survivor disconnects after the mori's started?

  • @C3Tooth said:

    Now I actually see why Fred is top tier. He literary able to do everything without get into animations, from snare to teleport, he always keep him mobile. He can eventually chase a survivor to a gen direction then teleport to that gen for surprise element, without any audio cue (like Hag)

    But not just that, his sleep mechanic is super cheap in many situation, auto speed debuff, spotting survivor hiding in grass because of glowing effect, immune to BT

    Freddy lost the automatic speed debuff when he got reworked. He can equip an add-on to cause a speed debuff, but it's not part of his base kit.

    Also, it's damn near impossible to see sometimes in his Dream World. I was playing as him the other day and it's so dark and foggy and colorless, I couldn't make out a lot of stuff I can normally see just fine. If the survivors didn't glow when asleep, I might've never seen them. Not to mention, survivors really shouldn't be able to crouch and hide in grass in the killer's line of sight. The counter to something (like disappearing in grass) shouldn't be turning up the brightness or tripping over someone.

    Anyway, I"m not saying Freddy's not powerful, I"m just saying those two things aren't problems. One because it's no longer in his base kit, and the other because the Dream World is a huge visual disadvantage that without the glow survivors might just play a game where they never interact with the killer. That's what would've happened in a few of my matches, anyway. The match on Yamaoka for sure.

  • It'd be really nice if this update to prestige rewards was them letting us sell off unwanted items/add-ons/offerings/perks. That would be a huge improvement over the current system of clutter just building up indefinitely.

    (I"d like to be able to sell perks and have them show back up on my Bloodweb. I want to get Discordance back to tier 1 on some of the killers where the Bloodweb screwed me.)

  • @Falkner09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331235#Comment_1331235

    that an't be true, the devs assured us that there is no auto aim. In fact, I have here a video of auto aim not being real: https://youtu.be/pVONUhmAdwY

    It's true, there is no auto aim. What DbD has is "aim dressing," which adjusts the animation so that it looks like the weapon connects with the survivor. However, due to the way it works, it checks for hitting the survivor both before and after the animation adjustment, which is why what should be a hit becomes a miss.

    To put it another way, devs have explained it that "auto aim/aim assist" helps you get a hit you wouldn't have otherwise gotten. "Aim dressing" will never help you get a hit, but it can cause you to miss a hit you should have gotten.

    I feel that distinction is important, otherwise you might think that there's an aim assist in the game which is sometimes actually helpful for you. There is not. There is only aim dressing, which can only cause you to fail when you should have succeeded.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329999#Comment_1329999

    Nemesis to start off or when the chain breaks, Furtive Chase and Make Your Choice for the chaining. On a killer that can quickly travel the map. Probably Hag might be the best, but I don't have Furtive on her, I did it with Wraith with ms addon. But might also work fine with Freddy, Demo or Billy. But I think one or 2 DS were in these 3 games as well :)

    Nemesis also helps with the aura reading, to see where the unhooker is heading to. Normally the aura reading is redundant, because the stun takes too much time and the aura reading ends before you can act again. But on switching obsession with Furtive Chase it is pretty helpful. And the audio cue when chasing the obsession then tells you "this guy is exposed" :) And on top, Nemesis makes the unhooker oblivious, allowing you to catch him offguard

    I got 6 obsession hooks in first game, 5 in second game and at least 4 in third (I think that game also had 5 or 6 obsession hooks).

    Hey, that's just what I did! It was a lot of fun. Only took three matches for me, too: five hooks each match. I did it as Ghost Face. Between going into stealth mode and Nemesis's oblivious effect, it worked well. I really like how Furtive Chase makes it easy to tell who the unhooker was so you know who's got MYC on them.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329689#Comment_1329689

    Very much this.

    Also, what do you propose? A major mechanical change to or rebalancing of something is not "a quality of life update."

    I see the phrase "quality of life update" misused very often. A quality of life update is like changing the color of the cursor so it's easier to see. It's Trapper being able to reset his traps without picking them up. It's not changing a core mechanic of the game.

    If it's just about making slugging fun, maybe the devs could add in a mini-game for slugged survivors to play. One of those little Tiger Electronics games and they get to earn some BP while they bleed to death. I'd be down with that.

  • Yeah, this is a common complaint. I've been DS'd while trying to stop a healthy survivor from making a hook save in my face. I've been DS'ed after hooking two other survivors (that was a 59s one, ugh). I've had two recently unhooked survivors run around in front of me at the same time trying to bait me (slugged them both). I've had the last survivor standing try to cockily get me to pick him up (yeah, no, I'll watch bleed out for 60s+ and then hook you).

    I don't get hit by DS that often because I don't tunnel and I'm not that efficient, but when I do get hit by it because I'm actually doing well for once it's quite frustrating. I try to keep DS in mind but if I've hooked two other survivors it feels like 60 seconds have more than passed.

    Survivors complained about tunneling, so DS got turned into an anti-tunneling perk. It also hurts killers who aren't tunneling, of course, but hey, I guess you should have four stopwatches in front of you when you play. The great thing is when I see survivors complain that they equip DS but never get to use it because killers play around it. "Plz make perk stronger so I can be guaranteed stab killers" o_0

  • If you DC or use the "Leave Match" option, you will be hit with a DC ban that becomes incrementally longer each time. I would suggest not doing it, that way you don't find yourself in a real bind if the game crashes or your internet goes out or something mid-match, because that too counts as a DC. The system can't discern between intentional and unintentional.

    If the survivors I'm facing are dicks, I go stand at the exit gate and look up into the sky so they can't blind me, they can't get chase points, they are forced to give up trying to annoy me and go do gens. Once they finish the last gen, I immediately open the door to start the EGC, and I go look for the hatch in case I can either get points closing it or at least deny one of them the extra points for escaping through it.

    These types of survivors often do not like being ignored and find working on gens boring, plus you're denying them Altruism and Boldness points, so you're hurting them in more ways than one. Sucks that your time is wasted, but once you're standing at the gate you can watch YouTube or read a book or something while you wait for them to finish the gens. If these matches happen constantly and you're not having any fun, I'd suggest playing at a different time or playing a different game altogether, at least for right now. Matchmaking is supposed to be fixed in the near future so you'll be facing players at your own skill level, and you could come back and see if the game is any better for you then.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329342#Comment_1329342

    In rare occasions where everything lines up exactly right, I'll open the gate as the Pig and then in post-chat act like someone else opened it. :P

    lol that's awesome. I'm on PS4, so no post-game chat for me.

    In that specific case I was just screwing around, not actually out to kill anyone. Nea was the first survivor I put an RBT on because I decided I wanted some Deviousness points... and then two gens popped. I felt really bad for her. I gave up my points for closing the hatch. I'll admit I wrestled for a moment wanting those points, but... eh.

    I wish I had some RNG tales to tell, but I usually don't get screwed by the RBT's RNG. It's either a tunneling Pig or a hook-farming teammate that's the bane of my existence in Pig games.

  • As the Pig, I once put an RBT on a survivor and as I was putting her on the hook the last two gens popped simultaneously. And her teammates opened one of the exit gates. She ran around to the boxes looking for a key. RNG screwed her out of finding the key but I found the hatch directly next to one of the Jigsaw Boxes and motioned for her to take it. Luckily the other survivors left in time so that was actually possible, the one good thing her teammates did.

    Sometimes it's RNG that screws a survivor and sometimes it's their oblivious teammates. Guys, have some compassion for your fellow survivors and don't start the EGC if they just got a trap put on their head. Freakin' teammates deadlier than the damn killer over here.

    Sorry, guess that's more of just a Pig story than an RNG story.

  • @Aneurysm said:

    Demo and ghostface probably.

    https://forum.deadbydaylight.com/en/discussion/comment/1329294#Comment_1329294

    How was she different in the ptb? I don't remember that far back.

    She wasn't slowed down while holding her vomit, meaning you could charge the vomit and take the slow-down while you were unoccupied, then walk around the map and even chase survivors while holding it until the perfect moment. Now, she is slowed both while charging and holding the vomit.

  • Legion was the first killer released after I started playing, and he looked lame from the get go. Plague was the first killer I was excited for and then disappointed by because of the changes made to her just before release. I've never gotten excited for a killer after that; I know better.

  • Ummm... opening the exit gate is to either ensure you get to activate Blood Warden or if you are conceding the match and just want the survivors to gtfo. If you open the gate and then still try to kill the survivors with no trick up your sleeve, then really opening the exit gate was the wrong play because yes, you are giving the upper hand to the remaining survivors. But, there is no requirement that the killer has to open the door after all the gens have been repaired.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328984#Comment_1328984

    Oh I see. Well then, the problem is no longer the same in terms of sabotage. And furthermore, this is a hook problem. Not a slugging issue.

    Unfortunately, this is the new direction the devs are taking with hook spawns, and that direction means changing slugging would require huge changes to the killer's arsenal to make up for nerfing a mechanic that killers are designed around having. There are perks to help killers slug and perks to help survivors when slugged. Most killers don't slug all four survivors and leave them to bleed out, it's bad for Bloodpoint gains and emblem scores. During all the time I've played this game, I could count the number of times I've gone up against a 4-man-slug killer on one hand.

    Slugging would need to be made less necessary before it could be nerfed (or at least at the same time as it's nerfed). In that way, bringing up hook spawns is actually on point. I mean, I guess they could nerf slugging first, but given how few killers there already are on PS4 and how many of the ones I do see go afk mid-match because they're miserable... nerfing first and adjusting later seems ill-advised. I enjoy instant killer queues but it's such a pain trying to get survivor challenges done.

    As a survivor, I'd love it if slugging were made unnecessary and removed from the game. It sucks to be on the ground unable to participate. But I understand why it's done. My suggestion in the past has been that a survivor should be able to "concede" if they've been on the ground for a certain amount of time, getting their points and moving on to the next match but leaving behind a husk that bleeds out just like a normal survivor does. That is usually met with cries of "can't you wait four minutes??" Well, yeah, but... I'd rather not. It's a game, I'd like to play it.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328947#Comment_1328947

    That's a hook based problem. That's a different issue that needs addressing in a different way. Although, I understand it is painful to have no hooks nearby, that just sounds like a very coordinated team and something you'd have to outwit. I face saboteur teams with offerings sometimes, once on Lery's and I only let them get one successful hook break and save. And they had all the works. Breakout, dead hard, saboteur, and whatever mystery perk they chose for their fourth. I didn't slug more than one person for more than a few seconds to check if anyone was nearby. That just sounds like being outplayed right there. Whereas, slugging 4 people and letting them all bleedout with hooks nearby? That's just toxicity, not outplaying. The reason hooks have distance is so that there is a chance of escaping the killer grasp. And not to mention, hooks only disappear for a short moment that's far less than a minute. So, survivors won't disable your hooks for long. And even then, you can drain their resources of toolboxes and they aren't completing gens, giving you more time. I don't see how your issue got to you so bad? If you got that outplayed, I'd give them props. Trying to sabotage all the hook nearby of a survivor can be extremely difficult as you don't know which way the killer will go. It just sounds like you were predictable and got pitted with offerings, which I think is annoying, but fair.

    They didn't sabotage anything. They weren't a sabotage team. Anyway, the specific time I was referring to was after the Lery's rework but before the change to Sabotage. The reworked Lery's is just terrible for hook spawns sometimes on it's own. It becomes really bad with offerings. I wouldn't say I got outplayed, either. They were counting on being able to waste my time by forcing me to take long walks to hooks and/or them being able to wiggle off my shoulder. I didn't give that to them. I killed them all. Two bled out while I was chasing the others, got the last two downed, hooked the one with more time left on their bleedout timer, and then the fourth one bled out when there was no hook close enough. Slugging them rather than searching for hooks and/or letting them wiggle off was the smart play.

  • Yeah, no. I've had games where survivors burned Petrified Oak offerings and we ended up on Lery's (either due to RNG or one of them burning an offering). Hooks are sparse on that map now even without Petrified Oak. The survivor's offerings force me to play a slugging match in those situations. In one match, when I hooked the third survivor, I picked up the fourth, looked around, and had to drop them back on the ground because, despite having used only one hook during the match, there was no hook close enough to put them on. Nah, they don't deserve a get-out-of-jail free card for that. I had to play around the mess they made, and that meant slugging. I shouldn't be punished for using the only option available to me.

    Sure, it's not fun being slugged when I play survivor. It's why I've so often equipped Unbreakable and saved it for the last second before I fully bled out in those situations. I usually got killed in the end, anyway, but at least the killer who left four people slugged on the ground to bleed out was forced to find me and chase me down again. Or the few times I've been slugged, no Unbreakable, and I crawled to the hatch and escaped that way. Those moments felt pretty awesome.

    Slugging counters DS. Slugging is useful sometimes to slow down the match. And slugging is necessary when there are no damn hooks. Sure, it sucks when a killer is a dick and slugs everyone and leaves them to bleed out, but I haven't been in those situations that often. Sorry if you're unlucky enough to encounter that a lot, but that doesn't justify nerfing such an important mechanic.

  • Playing killer on console is a pain the ass. The frame drops can make for a very frustrating time. Not to mention, a lot of killers have stopped playing because of how the matchmaking is pitting them against survivors way out of their league; killers aren't having fun. Anyway, survivor is easier on console whereas killer is easier on PC (from what I've gathered from other players, I could be mistaken).

    Devs can't really do anything about the wait time if it's due to a lack of players for a specific role. If everyone had long queues then it'd be one thing, but when only one side has a long queue and the other has a fast queue it suggests more people are playing one side over the other. Supposedly the new matchmaking they'll be coming out with will make faster lobbies, but if there's a huge imbalance between player numbers then I'd think only crossplay and/or bots could fix the core issue.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327543#Comment_1327543

    I'll try not to sound like a "killermain" but isnt it kinda logical to mess up the healing (skillcheck) if your patient keeps moving?

    But in this case I guess it should be the healed survivor that should flinch instead the healer.

    It may make sense in the real world, but the noise notification that brings the killer straight over means I get punished for the other person moving. Not to mention, I don't think the survivor always moves on purpose. Sometimes I don't see them move at all but healing gets interrupted for some reason.

  • @Meiygo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327592#Comment_1327592

    Ahh Ok thank you. i didn´t know that. so that will be changed on the 16th june very good

    You're not alone, I think most players don't know that. The post I quoted was made less than an hour ago.

  • According to a mod, it is intended that Pyramid Head's cages will give points towards the emblem.

    @drimmalor said:

    The cages not counting towards emblems was a known issue on the PTB, from what I remember. They should be adjusted accordingly when the DLC hits live and count as hooks properly.


  • Given the way aim dressing so often helps the killer out by hitting the hooked survivor instead of the one attempting to unhook, or the other situation where the killer gets stuck in the grab position while the unhooker and unhooked just run away... is hook tech really needed?

  • That's the case for many killers, not just Pyramid Head. Plague, Ghost Face, Myers, the chainsaw bois, all of them suffer in their emblem scores if you use their powers. You have to play them like M1 killers to get their adepts.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327526#Comment_1327526

    "The trick to getting the adept achievements is doing it in brown ranks" this is basically the biggest problem with the Adepts. Sure, it is stupid that you get punished for using your ability. But the biggest flaw is that it gets artificially harder to do it, just because someone is at a higher Rank.

    Like, if I would like to do it, I would probably try in yellow Ranks. But this means, I would have to wait 3 months (from red to purple, purple to green, green to yellow) to actually be in yellow Ranks. Or I play A LOT of games really badly/AFK. This cannot be the way.

    I agree. I've made that complaint before, that the way it gets more difficult to reach Merciless due to the way it's rewarded + the fact you're going up against better survivors... well, it's a terrible system. I'm sure it's incorrect to say it gets exponentially more difficult at higher ranks, but that's certainly how it feels.

  • @Actionjacksn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327530#Comment_1327530

    Killers will leave if this is the matchmaking priority.

    Yes.

    I mean, hopefully they'll put out the fix soon and I'll no longer see red ranks vs brown ranks, but until then a lot of new players are chased away by the terrible matchmaking. I normally have instant killer queues on PS4; I doubt it's because there's a surplus of killers. I can still have fun as a mediocre survivor against a good killer, but a mediocre killer vs good survivors? Oh, that's a bad time.

  • I would at least like it if the healing skill checks were fixed. So often I'll be healing a survivor, they'll decide they want to be somewhere else, and as they start moving a skill check pops up which I can't hit because it doesn't show up because I'm not healing anymore. I could probably still hit it if the game gave me a chance, but it doesn't. And I have no control over a survivor who decides to move mid-healing.

  • It's because matchmaking isn't working correctly. The devs are working to fix the problem and implement a new matchmaking system that will group players together based on things like time played, skill, etc.

    Right now, however, matchmaking is pretty much broken. It tries to be speedy at getting players into a lobby, prioritizing that over skill level.

  • The trick to getting the adept achievements is doing it in brown ranks and avoid using most killers' powers. If they have anything that one-hit-downs, don't use it. That means don't use your puke as Plague. Don't reach EW tier 3 as Myers. Don't stalk as Ghost Face. Don't use any chainsaws. etc. etc.

    Also, avoid being too close to hooked survivors, you can't afford to lose points. Definitely don't tunnel if there's an obsession, you lose emblem points for getting DS'd. You need to aim to hook every survivor three times.

    I mean, you may already know that. Not everyone who reads this thread necessarily does, though, so hopefully the info helps someone.

    On the topic of changing the achievement... Devs are almost never going to touch achievements. On PlayStation, the only way an achievement can be altered is if the game changes in such a way that the achievement is literally impossible to get. Even then it can be difficult. That's why you still have to down 100 survivors from 24+ meters away as Huntress on PS4.

  • Legion's power is pretty much slowing down the game. Mending isn't really a threat, it just slows down survivors. Adding Thana to that is building on what Legion's made to do. Killers can use perks to try to fill in the gaps not covered by their powers or to try to beef up what their powers do. Legion's power isn't that good, so trying make it more effective with Thana is something players have been doing since Legion was released. If survivors don't group up together, Legion's entire power basically becomes useless.

    That's right, this killer's power becomes pretty much useless if survivors play in the most efficient way (which they should already be doing) by splitting up when repairing gens. If survivors are far enough apart, Legion won't be able to track them, or even if he does see them he may not be able to reach them in time to apply Deep Wounds. If he's not applying Deep Wounds, then he's just a normal M1 killer with no power.

  • I hate to play as Nurse. She's even clunkier than she was before the rework, and the update just made her a chore to play as.

    I also hate playing as Legion. Being taken out of Feral Frenzy for a missed hit is very punishing on console; I don't get to apply Deep Wounds very often at all when I play as him. The survivors have to be complete potatoes to not dodge his attacks what with the frame drops and a killer's limiting FOV.

    For some reason, as a survivor, I don't like playing against Hag. Maybe it's because my teammates always set off her traps when they go to make a hook rescue, maybe it's her usual reliance on hex perks which are either very strong because no one can find the totems or very weak because the totems get cleansed first thing, I dunno.

  • Ooooh, we should all learn morse code so survivors and killers can talk to each other via the "ready up" UI.

  • Nurse: slow as crap and requires Blinking to traverse the map, exert pressure, and reach survivors

    Also Nurse: has a restriction on using her required method of traveling

    Seriously, though, the rework to Nurse screwed her in more than one way. With Nurse, it is more difficult to keep track of a survivor's location due to her fatigue and the disorientation Blinking can cause (is it disorienting on PC? it's disorienting on console, but that may be the framerate). Now, there is also a little power bar the player has to keep their eye on to know when they can Blink again, as trying to Blink too soon is heavily punished. Crap! While you were glancing at the power bar, you lost track of the survivor. Now your options are to float slowly around or Blink to a location that may be devoid of life from which you will then have to wait for your Blinks to recharge again.

    Super fun.

    Also, I hate that noise the thing makes when the Blink recharges. She already wheezes like a marathon-running smoker, did she really need more noise pollution?

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327405#Comment_1327405

    It's a core part of the games ambiance. If you want worse graphics, buy a console.

    ... but, console not only has worse graphics, but also the framerate issues. The whole point is he wants a better framerate and is willing to sacrifice some of the graphics quality for it. Getting a console wouldn't solve his issue.

  • I wouldn't go to the exit gate at the end of a match, really. Not unless you've got NOED or some other trick up your sleeve. Survivors don't even let me smack them on the way out anymore for a couple Bloodpoints, so I have no incentive to go over there. I'd rather find the hatch in case I get a chance to close it... or those rare awesome moments where I get to deny it to a waiting survivor and they then die to the EGC. That's hilarious when it happens.

    Also, the number of survivors who will accidentally die to the EGC because they're noise-spamming trying to get the killer's attention is higher than zero. Isn't that crazy?

    Since you're going up against higher ranking survivors, you may feel like you need to "bring your A game," but it's probably better to avoid thinking that way. What I mean is, don't use add-ons and offerings. You may just feel like you're wasting resources when you go up against a team of reds and you leave with fewer Bloodpoints than you spent. And it does hurt more to lose a match with good add-ons than to lose a match using no add-ons. Plus, you'll feel more confident about your own performance if you do well with a base kit killer.

    Those are my opinions on it, anyway. It may be different for you, but that's how I'm dealing with the disparity in matchmaking. And yeah, playing solo survivor is much less nerve-wracking. I go in expecting to die, so having already accepted that there's really nothing to worry about. Instead, it's a happy surprise if I escape.

  • Just remember: even if you play extremely well, survivors will still think you're bad. Even if you 3-hook everyone and get a 4k, you're a bad killer.

    Try not to care about what they think. I feel less anxious about playing killer now that I turned off messages and friend requests on PS4. I think you can disable the chat box if you're on PC. That might help.

  • Yeah, I noticed this, too. Happy to have the finishing piece, not thrilled it came in a later Rift (if you're gonna do that, it should at least be one of the first pieces on the free track, otherwise it feels like a slap in the face to the playerbase) and that on top of that they forgot to add it to the outfit.

  • Devs have said that they will never punish people for playing with their friends. It's not gonna happen.

    Back before SWF was a thing, players would just lobby dodge until they happened to get matched with their friends. So, if the devs tried to penalize SWF, my guess is the "Seal Team 6" players would do that while the casual having-fun-with-my-buds players would just stop playing altogether.

    Rewards for killers for playing against SWF would be good, like a BP bump at the end (you wouldn't be able to tell the killer beforehand, it'd lead to too much dodging, but giving a reward after might provide some positive reinforcement even when the match goes poorly for the killer).

1 … 97 98 99 100 101 … 139