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UnicornMedal

UnicornMedal

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UnicornMedal
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  • Not to be a jerk, but welcome to the Internet. None of these things are new. We shouldn't tolerate them and for the most part we don't. It's almost always unstable and/or very young people sending those sorts of messages out.

    But… and even the police will tell you this… you have to know the difference between actionable threats and hollow threats. These people are just talking smack and trying to upset you. You have to learn how to be an adult and not let it affect you.

  • I don't know if we need to be released, but it would be nice if there was more we could do to help ourselves or our teammates while in the dying or hooked states.

  • I've never played against a Vecna that wasn't super aggressive, so my opinion is colored by that. I think the chest system is fun (though the achievement is kind of dumb).

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985026#Comment_3985026

    My most heartbreaking games are the ones where the killer got 0-2 hook before endgame, lost 5 chases to me, an average player, while getting whacked by 10 pallets and missing their basic attacks...and then I somehow die. When it feels even, at least it's not so painful. It used to be easier when there were more playful games with killers to break it up, but fun with opponents is almost dead.

    I just played as Legion for like the 3rd time ever. Got 4ks in three matches. Didn't even know what I was doing. Half of them were competent. But the other half are the ones that killed their chances.

    Absolutely. I don't understand why people used to hate the meme trials so much. It was a good break. That's why when I play Killer now, I don't typically meme but I do purposely play really bad so I can get my challenges done easily and so they can get a break. If I did really want to apply myself to the role, I know I'd be able to do well just based on my own Survivor trials.

    @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984817#Comment_3984817

    I feel you…especially with that last bit—even games where your experience paysoff can be completely overshadowed by teammates who act like you're spare parts

    Pre-6.1.0 (and honestly, pre-MMR too) I used to LOVE my WGLF, Borrowed Time, We'll Make It, Botany Knowledge build. But it's hard for me to really enjoy altruism anymore. It's hard to be a gen jockey either since I relied on stealthing and that's dead in the water too. Now I primarily focus on bringing what can help me and if it can help others, cool. If it can't, then so be it. I wish the game wasn't like that though.

  • I understand that people didn't like playing against Circle Of Healing, which is fair. We've had things just as bad or worse on the opposite side of the fence as well though. Let's not pretend the gen kick meta from 6.1.0 wasn't miserable either, or the camping meta that lasted the better part of a year and ended with SM.

    As for the broader topic at hand, it's indisputable that the game favors Killer. All of the hard data is skewed in Killer's favor, whether it's the kill rates, hit validation, scoring events (though that's recently been addressed a bit), etc. Even the system devoted to punishing Survivors for giving up can be triggered by the Killer. The only time a Killer is truly at a total disadvantage is when they're paired with players that are beyond their skill level and that's always treated as something wildly unfair. So Survivor does have to take the hit for that most of the time, dealing with Killers that have bloated kits with very limited means to handing Killer's unbridled catchup mechanics.

    Now I'm not saying Killer is super easy and stress free one-hundred percent of the time. But I don't see how we can pretend that the game isn't slanted toward Killer just because not every buff or nerf is in their favor.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984813#Comment_3984813

    This is the problem. No matter how well you do, you can't babysit the whole team. Even if the killer is a terrible player, if your team is equally terrible, you're still screwed.

    I also have the trait of altruism and that costs me my life a lot. I was tunnelled out of that 13k match, but in the 17k, someone else was being hard tunnelled as soon as the game started, so I inserted myself into the chase, knowing full well I'd take a hooking for it. The killer ended up camping the hook until I went 2nd stage then targeted me afterwards...all because I tried to stop them from targeting someone else. That sort of thing is pretty disheartening, even more so when I get my first hooking at the end of a match and the team I've been healing and helping the whole time just runs out the door.

    My absolute favorite is when the Killer makes really bad decisions for the majority of the trial and we successfully capitalize on that, only for it all to end in a 2-4k because they find a way to steamroll in the end. It feels like being robbed, especially when the endgame still favors the Killer regardless.

    Like you said before, that 60% feels worse because of how the trials play out. Even with the 40% of escapes, a lot of them are the Killer giving us an escape or matchmaking pitting us with a brand new Killer that's still learning the basics. And even when we do earn the win, it's equally as likely that we get a Killer relying way too strongly on camping/tunneling/slugging in a trial where matchmaking blessed me strong teammates I have good synergy with. But regardless of that, the effort we have to put in is so insanely disproportional to the point it's exhausting.

  • @IWantCandys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984456#Comment_3984456

    and HOW do you do that? How are you able to find your fun? I mean, I suck at looping, that means the game is quickly over for me and I don´t have the chance to do anything, because more and more killers tend to tunnel off hook from the start. How can I have fun if I am not allowed to do anything besides hanging on the hook, staring at my screen ?

    DBD is a game that does not want to be played. Any time you try, it's like it actively resists. But I will say that I've found fun by "breaking" the game on purpose. No, not by hacking. But by running a stupid build just to mess with the Killer. Or finding a friend that you can fart around with. Or listening to music you like while you play (loud enough to drown out the game audio). You basically have to lean into playing badly and become an anti-DBD player. At least that's what works for me sometimes.

  • Rapid matchmaking without DCs seems like a waste of time to be honest. Why would you want to get dirty matches that you're forced to stay in and can't reroll? Now that going next is out, I'd rather spend a couple minutes getting into a trial that's more likely to last a bit longer and be fun to be in. Granted, waiting 10 minutes isn't ideal for anyone, so it'd have to be less than that.

  • It hasn't been great for years now. For me, it's primarily the lack of autonomy and the skewed risk vs. reward. I say this a lot, but dying isn't really the worst. Survivors expect to die more often than not. It's when you die for nothing that makes it terrible and that's only gotten worse as time has gone on. Even the buffs to basekit we've gotten have been paired with some pretty hefty nerfs that keep things feeling stuck.

    In order for it to turn around, I'd wanna see effective comeback mechanics make a return for Survivor and a better scoring system overall.

  • (My mouse double clicks, soz)

  • I don't know that the results will be very clear because of how it's worded, but I could handle Medkits getting the boot over Toolboxes. I rarely use either, but Toolboxes have more functions to rack up points with. Plus I'm biased and run Strength In Shadows anyway.

  • What are you talking about? I love going up against a Killer that's blocking gens and revealing us while continuing to camp/tunnel/slug until all of us are occupied on everything but gens until we all go down and Abandon after only getting 2 done. 🤓

    It's pretty miserable. Honestly I could put up with the faulty matchmaking and losing 60% of the time as long as I felt that my playtime was more valuable. The role has lost a lot of autonomy over the last few years and there hasn't been a very concentrated effort to get it back. I have a strong feeling that whatever measures they have to balance it going forward are going to be flaccid at best and introduce more nerfs to compensate at worst.

  • The game is stressful for everybody, but that kind of performance anxiety is ultimately coming from you. It's embarrassing to feel like you're dragging behind, but everybody experiences it. It takes most people twice the time you've been playing to even feel comfortable in either role because it's just that kind of game. And we start from square one every time something new is released.

    Don't beat yourself up over it. Leave all that frustration behind in the trial and don't carry it around like extra baggage.

  • At least most of my mains are in A tier. 😎

  • I've gone back and forth with people on it for a long time now. The idea that someone can call us a slur and we don't have to go do something incredibly drastic to ourselves or someone else is alien to the community.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984356#Comment_3984356

    I personally don’t think the killer should be replaced by AI on those scenarios. It’s endgame already, the EGC is triggered whether if a player opened a gate or the killer closed hatch.

    The surrender would be good for whoever desires to go next, but I also understand killers that choose to meme with survivors or try for an extra kill.

    Killers tend to be very anguished by the endgame, so I see it as a courtesy. It's the same reason I was against the go next prevention. Once players have reached their limit, it's better to let them go than to have them suffer.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3984352#Comment_3984352

    ”It feels like you’re always at the Killer’s mercy…”

    Isn’t that the whole point of the horror genre? I don’t feel like the killer is supposed to be the survivors’ punching bag, but maybe that’s just me.

    DBD likes to lean more PvE which only works for things like L4D2 or RE6 where you essentially are playing an NPC. If we're going by horror, it should definitely lean more in the direction that its licenses do. Properties like Alien or Child's Play or Hellraiser or Stranger Things or Silent Hill or Alan Wake or Resident Evil, where the Survivors outsmart the Killers to survive and there's a lot of interaction versus say Night Of The Living Dead where they all hide in a house until all of them die. Although at least in that movie, they chose to stay inside and lasted the whole movie. 😵

  • I'm in favor of it. The only reason I think it'd genuinely face backlash from BHVR is that the Killer AI is still way behind and those scenarios would be far more common than the current abandon ones for Killer, meaning strange AI behavior would be more visible.

  • To me, this goes beyond just a presence on social media. BHVR has never been very great at getting information out there and they rely a lot on FOMO. I'm pretty sure all of us have missed a code that was only active for 24-48 hours. There's content over the years I would've missed entirely without word of mouth as well.

  • My escape rate is around 40%, but that doesn't change how the game feels for Survivor. It feels like you're always at the Killer's mercy, especially when you factor in that about 20% of that 40% are escapes given by the Killer and not earned; most losing trials are over before all gens are powered with many ending before even 3 are powered; the Surrender mechanic pops up way more than it should; etc. It's just not fun.

  • There's no reason why someone should be forced to stay and waste any more of their time for your own amusement. So likewise, I think it's fair if Killer has the ability to abandon once the gates are powered as well like you mention.

  • It's a training wheels perk, in the sense that the value of the perk starts to have limited returns once you understand the maps and pay attention to them. Much like how Spine Chill used to be. Nerfing it would only make Survivors less efficient in chase and they'd have a harder time learning it, which I don't think would be very healthy for the game at all.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983763#Comment_3983763

    I find survivor fun but i want killer to feel fun as well.

    Because i am concerned that any fun of playing survivor is hinging on killers having lack of experience. Playing killers that well… aren't even worth playing. Not using perks that are far more powerful and suitable. Taking chases they shouldn't be etc. And also relying on camping/tunnelling/slugging that both the playerbase and developers are out to destroy.

    But it doesn't sound as if you're as invested in it as Killer, which was my point. Any time you find yourself too attached to any aspect of DBD, you're setting yourself up for frustration and disappointment. Not to be a nihilist about it, but it's just the nature of something as oddly put together as this.

    And I agree. Ultimately the game should be fun for everyone, but for whatever reason, it isn't happening. I have my own ideas on how to get there. I'm sure you do too. But there's no telling how successful any of it would be either. Again, not to be a nihilist, but I think this is just how things are gonna be.

  • @fussy said:

    I hate achievements based on luck overall. I'm not "achieving" something, I'm just playing until I will lucky enough.
    Like this stupid Vecna achievement, where you need TRIPLE luck to get it:
    1. Get a Vecna. Thankfully he was buffed a bit, because he was one of the rarest killers in the game recently.
    2. Find Hand/Eye, another thing you don't control at all
    3. Escape
    I couldn't get it for whole year and it's so stupid.

    And now it's same situation with map-tied achievement. Be lucky enough to get map, complete 1 special gen and then escape. I got this WD map maybe 5-6 times on survivors since release and every time I can't complete this gen.
    At very least, they shouldn't add "complete this special gen" to conditions.

    This is exactly my issue with the challenges and achievements. It's one thing if it's a simple thing you can pull off, even if it's grindy. When it's centered around luck and prevents you from progressing toward a larger goal, it's just unfair.

    I still can't get the Vecna achievement because I've never played against one that's chill enough not to go for an early steamroll. The most recent map achievement was an extremely lucky pull where I got it once (haven't gotten it since) with a friendly Ghostface. How that's something I could've worked toward on my own, I have no idea.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983760#Comment_3983760

    https://us.v-cdn.net/6030815/uploads/LPT4XNTOYEBO/image.png

    https://us.v-cdn.net/6030815/uploads/S0TN4MCM4PLE/image.png

    The problem is we still have absolutely no idea what 33% opacity is supposed to look like. Both the above screenshots were taken with a 33% opacity fog vial. Which one of these screenshots is what 33% opacity is supposed to look like?

    It's impossible for people to accurately state what opacity number is fair, when the fog vials are this buggy.

    This is giving me flashbacks to when the Reagents on RPD looked like hairballs all over the floor.

  • Nerfs don't typically line up very neatly. I still remember when they made a tome challenge require you to get the Killer to whiff using Dead Hard, only to nerf Dead Hard right after. It's not efficient, but it unfortunately is what it is.

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453931/ok-guys-how-fast-would-this-idea-end-poorly

    voice chat would save solo q but no one wants solo q to be fixed it seems.

    anyone saying it would be bad has never played any other multiplayer games, buff killer if you need to, but comms would revive whats missing from solo q, whether people would like it or not.

    Have you ever been in a social situation where everyone is busting each other's balls but it's pretty playful/casual and then you have that one person that doesn't get it and they take it to heart and storm off and kinda ruin the whole thing? No one will ever admit it, but that one person is the DBD community.

    You're right that comms would save solos by bridging the gap between them and SWFs. Like any comm system, it'd give you the ability to opt in or out as well. But no matter how you package it, the devs and the community will always reject it.

    BHVR has managed to change the way the game is played in all kinds of ways, veering heavily away from the hide and seek model, but they are still adamant that a lack of information is vital while ironically the game is gearing up to be tourney ready; Killers reject it wholesale because it eliminates the age-old "but SWFs cheat by using comms" argument and gives them less to feel victimized over; and Survivors are terrified of being called mean names, as if this is the first game they've ever played and they can't handle social interactions that aren't always the most pleasant.

    This is all my opinion, naturally. But I do believe it to be true.

  • Everyone has their own set of skills with the game. I tend to play the best running No Mither, while everyone else seems to hate it. Some people just "get" chase, and in your case you don't. You don't have to excel in every element of it.

  • @MrMori said:

    That would just lead to toxicity. Head On should show the aura of the locker you're in when it's ready anyway.

    This, along with a limited basekit Kindred and the camping bar on the HUD would be more than adequate. You'd never question what your team is doing anymore and you'd avoid a lot of the negative fallout that something like a vigilante system like OP is talking about would easily encourage.

  • It's a valid question. But I don't main Killer because I don't find it interesting. The whole power role thing just doesn't do it for me. I could ask the same of the Killers that feel like Killer is miserable and they'd likely say the same about Survivor being boring.

  • It's because you main Killer (assuming the 75 is for Killer).

    The role you prefer the most is the role you put the most effort and stock into and is therefore where all of your frustration filters off to.

    @IrisLP said:

    Then… you decide to play survivor:

    1. You play as a survivor (new player).
    2. You lose all your matches because you're new, but at least there are a lot of laughs because you were supposedly told this game was for fun.
    3. The game sees that you're losing and puts you against killers who aren't so good so you have fun and learn.
    4. Over time, you start to understand the game's mechanics a little better and try to take it a little more seriously.
    5. You start winning some games with "ties" (2 escapes).
    6. The game notices that you're escaping, so it's time for you to play against better killers. Better killers mean killers who only know how to tunnel, camp, and slug you. Generally, you only see broken killers (meaning the game has 40 killers, but you only see 3).
    7. Playing becomes annoying. There are no laughs anymore. In fact, you can't even play anymore because the killer won't let you do anything other than stay on a hook or lying on the ground. If you play soloq, this will become your hell.
    8. You start noticing inconsistencies, especially related to hits because many killers take advantage of their ping (100-150ms) to land fake hits, and the hitbox is all wrong from the start, so even if the game makes you believe you have a chance to turn that corner or vault that window or pallet, you don't. This starts to frustrate you.
    9. In the best-case scenario, someone escapes through the hatch in your matches. And at the end the killer is an anonymous person who even has the nerve to write in the chat (or send you a message) saying "ez." And of course, if you run into him again, he might even attack you, but you'll never know who he is because he has the right to remain anonymous. In fact, as a survivor, you don't have the right to know the name of the person you're playing against until the end of the match, making it impossible for you to dodge which lobby you're in. Should you copy the killer and play anonymous all the time to avoid being harassed?
    10. You start tryharding because there's no other way to improve. Using powerful perks, perks that killers consider "rule-breakers." ('You have Head On? Okay, I'm going to tunnel you because you used it when you were trying to escape from me'). So every time you manage to escape, obviously, even if it's not the killer's fault, you try to humiliate them because it makes you feel like you've achieved something. But in the end, it was just one more game filled with frustrations and an unbalanced game.

    In the end, both playing as a killer and a survivor becomes frustrating, and you realize that much of what happens in the game isn't just due to the poorly balanced system, but also because it's surrounded by a toxic community.
    I hope I've answered your question.

    Because this is exactly what Survivor feels like to me and I main it.

  • @HuskyDogLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983147#Comment_3983147

    Who knows, maybe the beam is the only thing holding up all the code and removing it would cause everything to collapse. (That's a joke, but look at this cool graphic.)

    https://us.v-cdn.net/6030815/uploads/DVKS7115MBE3/image.png

    True, true 😎

    @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983147#Comment_3983147

    The beam being there is not anything to do with spaghetti code. Someone just added object that clipped into the view point of the offering showing screen area. Like everything you see the main lobby, the queue area, offering loading screen and match loading screen are all in that same instance the game loads in the beginning. You get certain view when you get into the lobby showing the abandoned road with the guard towers. Then when you ready in to lobby the view changes to somewhere else that is out of sight of the main menu area. Then when the match starts loading you get the loading screen and offering screen views. The beam that was on the loading screen was most likely one of the legs of the over road sign clipping into the area where the offering screen is located. Its just someone placing asset and not noticing its in frame for the offering screen.

    You can think it like this there is several cameras in the area and every time you change menus you switch to different camera but you are still in the same area just seeing different viewpoint.

    Very interesting. I didn't consider that.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982994#Comment_3982994

    The entire point I’m trying to make, is if it’s super important to make sure the AFK crows never ever unfairly punish survivors, then it should also be super important that the anti-slugging change never ever punishes killers that were forced to slug.

    I agree with that. Fundamentally though, I don't think that's possible. It's gonna have to be flawed no matter what just given how the game operates. It has no idea what nuance is in terms of play.

  • @HuskyDogLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980723#Comment_3980723

    Normally I'd try to agree with you, but there's a giant steel beam in the offering menu that would have been easily caught if they played even a single game before releasing the build to production…

    It still applies there. The recent livestream proved that the decision-making is clearly a major culprit with these things. Although the beam itself is likely more to do with spaghetti code getting in the way of anything that would fix it.

  • It's a luck of the draw thing. We're noticing it more because we usually have a higher chance of getting the new maps on release or we're able to spam offerings, but neither is true this time.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982626#Comment_3982626

    Explain to me, why it's important for the AFK crows to never ever ever unfairly punish survivors, but it's perfectly fine for an anti-slugging mechanic to punish killers when they were forced to slug by the survivors.

    The answer is obvious—the punishments to Survivor actually hit you with a DC penalty and DCs have been reworked to be incredibly punishing. Booting players from the queue entirely for something they didn't do will always take priority over anything that happens during the trial.

    If the crows act the same way they used to with no penalty (they might, I haven't gotten any yet to confirm), I'd say it's not all that different. Neither player is intentionally trying to trigger the system. It's a flaw with the game. But the key issue here again boils down to consistency. If a scenario is largely the same for both players, why is it only acceptable if it happens to one side and not the other?

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982639#Comment_3982639

    I can see that, absolutely. There is a strong sense of pride in themselves, and this does end up with them making ridiculous calls in spite of the obvious. It is very frustrating that they can be so touchy, rather than listen, save face and then use the information to improve things.

    It does make a mockery of their health focus this year.

    It does. Years and years of treating their audience like their enemies (the raging on stream, backhanded comments, etc.) doesn't go away overnight. Especially when it feels like it's still there or when the behavior (hehe) doesn't improve too far beyond lip service. It doesn't help either that the areas where they genuinely are doing better are areas that should be the bare minimum, in my opinion.

    At this point, there's nothing we can realistically do about it, primarily because of how high the player turnover rate is and the success of big licenses. And despite how every other property of theirs has gone down, they don't seem all that invested in improving their design philosophy or approach. So all we can really do is coexist and see what happens next.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982839#Comment_3982839

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982839#Comment_3982839

    When they announced the abandon feature (I think they called it surrender at the time) I was hoping I'd get to dramatically unalive myself in a flashy fashion. Pressing a button to become a bot was as disappointing as it gets.

    Yeah. I wish it wasn't utilized as often either, since it doesn't feel much different from everyone going next if we're all going next anyway. But ironically the 2v1 is where that'd be the most useful, which is why I think it'd be a little more successful utilized that way. You can sort of "weaponize" it too to see who gets out first and who has to deal with getting moried lmao

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982842#Comment_3982842

    Just encountered more.

    https://us.v-cdn.net/6030815/uploads/0316DVH5WGGO/image.png

    https://us.v-cdn.net/6030815/uploads/N7871TDGAGSG/image.png

    Obviously I've had to scribble out the start of the names, but you can see they both end in a variation of TTV but neither of these are real Twitch profiles. It's so bizarre lol. It must be an inside joke or something haha

    They might be rage baiting to get Killer to tunnel them harder. Kinda like bagging to initiate chase.

  • That's actually really funny. 😂 I should do that too.

  • @IWantCandys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982642#Comment_3982642

    Great, then I "only" need 90 escapes still. Not gonna happen in solo queue, lmao.

    And 2750 hooks ? ######### ? Poor killers, no wonder some of them sweating like crazy.

    I'm usually always annoyed when the killer sweats too hard from the start, but now that I see these numbers, I can even feel a little sympathy. What a pressure.

    BHVR, at the very least, doesn't encourage a healthy playstyle with these challenges.

    Surprisingly I capped the escape milestone last Rift and my trials are just as crappy as the next player's. The challenge system relies heavily on events and modifiers, which they are pushing out more of. It'd be nice if it were less grindy, but it is what it is. I've been logging in once a week for the new challenges, clearing them, and then logging out and I'm sure I'll complete everything again.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982802#Comment_3982802

    sure it does, otherwise survivors could make a sport of just hiding forever. hatch and EGC encourage survivors to move if they want to resolve a cooked match.

    just because people attach their egos to a mechanic designed to close games doesn't mean it doesn't do what it's intended just because some people would camp hatch for 15 minutes because a survivor tbagged them one time.

    It doesn't. At least not anymore. When it spawns with at least 2 people left, it forces the trial to move forward. Currently, the game realistically ends with 2 survivors and more than 1 gen left to complete (and even that's a dice roll). Without hatch, players are able to stall indefinitely. Not to say that they couldn't do that before or that Killer couldn't slug for hatch, but it was more effective at moving the trial forward. Now it's just a consolation prize which doesn't really benefit the game at all.

    All that being said, and this is neither here nor there, it would be neat if we had some sort of hara-kiri mechanic to move the trial forward during that 2v1 phase. Something to keep the momentum going that isn't as unreliable as hook has now become.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982794#Comment_3982794

    I don't necessarily think it is that bad though, it's just wildly unpredictable. My escape rate has slightly improved since I've been playing more solo. There's this idea that "party = success" and that's not at all true. There are so many types of parties too. Duos, trios, or quartets. Some members will be worse than others. You can have no communication, or have messaging or voice chat. It can make it less frustrating cause you can blow off steam together, but you can still do bad regardless.

    But mostly it's people that complain about it like they are barred from hitting that "send friend request" that I don't get. Hell, just ask in this forum and you'll probably get some.

    I get what you're saying, but at the same time I don't know that it's entirely relevant to the experience of solo q. Speaking personally, I'm not like "UGH this would be so much better with friends". My performance is about the same with friends as without. It's more that the game is balanced around having a solid team with good synergy, which you don't find with randos or even friends to be perfectly honest. Solo being more fun ultimately means the game starts to lean more casual and that's what players want when they complain about how bad solo is.

  • You should know. The game doesn't reward Survivors as a team, so individual escapes are wins. With Killer, it's their equivalent of bagging at the gates (as well as bleeding out).

    And I do miss hatch stand-offs. That was back when the game didn't come to a total standstill. As it is now, hatch literally is just what you said—a lucky draw or a consolation prize. It's not a mechanic that moves the trial forward when it bottlenecks anymore.

  • The game needs some form of checkpoint system for progress bars imo. Regressing to zero is a really boring and demoralizing way of navigating the trial.

  • Lethal Pursuer was annoying before but now I really can't stand it. As far as exit gates go, I don't even know how they'd balance it. Maps like Auto Haven typically have them pretty far apart, while maps like Midwich are unfair against half of the Killer roster at this point.

  • I don't think it's unfair to state that solo q is the worst, so it's natural that those who play it remark on that often. As to why, it's just the way to play it really. I did have a fun solo buddy I'd play with who was on console so we never actually communicated, but we had the same play style and it was fun. Otherwise I don't mesh with a lot of players and we don't always play at the same times. The high turnover means that I'm usually the only one still around.

  • @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982665#Comment_3982665

    he’s the loudest killer in the game. You can literally hear the door open.

    I don't mean the terror radius. It's just right on top of every gen in terms of proximity.

  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982670#Comment_3982670

    its honestly crazy you can go through stretches where you never see them, then they come in droves.

    It's the same for me with camping/tunneling/slugging. I'm sure I experience it more than a lot of people, but that doesn't mean it's not there. It varies enough to maintain the 40% but man is it miserable.

  • @I_Cant_Loop said:

    To be fair, I haven’t seen a blatant cheater for a very long time. I play in US eastern time zone, typically 8-11ish in the evenings. Maybe there just aren’t many cheaters in my region or they tend to play other times? 🤷‍♂️

    I don't see it either. I've only ever gone against one Killer that was cheating like those comps you see online in the last 6 years. But as you know, DBD is the king of anecdotal evidence. I'm sure people are experiencing it and we should count our blessings that we're not.

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