angel_pellegrino
angel_pellegrino
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@bleep275 said:
Looking at the steam charts there has been a steep decline in player base. With the peak for the year being in June at around 99k players. The game is now 36k on December 16th. Now after the Vecna/Laura Croft chapters in the June time frame, it makes sense that there would be a surge in players for the release and decrease afterwards.
That being said the decline was very stable until around September, which is when the decline in player base starts to accelerate. With only some resurgence for the Halloween events and 2v8. After those events things got wayyy worse.
The timing of the drop-off seems to align with the introduction of the finisher mori and the current slugging epidemic in the game. I think the constant slugging is genuinely killing the game. I know of at least 8 people who stopped playing because of this new slug "meta". I myself have decided to stop playing survivor due to it.
so my theory of the plummet is in PART due to the slugging and tunneling issue. What do you guys think is the cause?
I really feel like Dead By Daylight is an awesome game with a lot of potential. It has some great characters, lots of space to add licences and draw in more fans from other fandoms. But the game is hampered by its limited premise, four survivors doing generators to escape killer. In order to keep that premise interesting, things need to be added to the game on a continuous basis. And I don't mean just characters or cosmetics. I mean a lot of new maps. New objectives. New things both killers and survivors can do. New kinds of items and weapons. More events.
Some people may not like these kinds of changes or see them as part of DBD, but I'm a big fan of the questionnaire DBD did where they asked what kinds of things they wanted in the game and they added stuff like lobby customization and guardian pets. Even if the game contains has stuff like slugging or camping or survivors t bagging every chance they get, I think adding things to the game that people enjoy might offset that kind of stuff. Making things more fun in some areas will make the kind of meh stuff easier to overlook.
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@justadreampallet said:
this isn’t a thread for people to say “all killers _____” or “all survivors _______”
this is to discuss actual problems and how to fix them. Problems like tunneling, slugging, flashlight squads, sneaking survivors.
for me I have 2: one survivor one killer.
For survivor:Slugging. I invited my friend to play and on out 2nd match that day he was slugged by a huntress on lery’s without a way for us to get him up without us also getting slugged. On our 6th match we were 3 Man slugged by a Billy on garden of joy but luckily we both made it out by the last person up. There isn’t any counterplay by being on the ground nor is there a way to get up without unbreakable.
for killer:Blinding squads:
it feels like every time I get happy or feel like I’m improving I get hit with a bully squad or worse a blind squad. I’m not calling anyone who uses a flashlight one of these but the people who go out of their way to blind the killer any chance, never allow a pickup, and abuse any perks that are broken atm. They ruin the game cause you lose all pressure when they have 3 gens done and you have 2 downs and 0 hooks. It is the worst feeling I’ve had in any game when your skills don’t matter they are on comms and decided to make your life worse.
I feel like more could be done to make the game more interesting. Change it up a bit. Maybe add some events where people solve puzzles or escape from cages or a labyrinth type event where you're trying to escape before the clock runs out and you're sacrificed to the entity. More maps. Death traps. Mini games. Treasure hunts. More maps. I think some of the frustration of this game is created by how repetitive it is. People get bored of going to the same maps and doing the exact same things. I think a creative break could be positive for both sides.
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It feels like the tone of it changed once the event had been out a few days. Almost like the "fun, casual" players got bored and left, steadily replaced with the most sweaty seal team 6 players alive. I want to be able to have a chill game and everybody get points, but it's really hard to do that when the opposing team is playing like their life depends on it. As killer, you just get t bagged and blinded constantly regardless of how you play. As survivor, there are a few killers who will play around, but many are playing it like it's just regular mode. That's kind of what it feels like to me. Regular mode. With snowmen who randomly gets in your way.
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I'm glad you got your BP back. I faced this same issue while trying to level up Plague and ended up losing all my progress and everything from the blood web. Plus all the BP I'd spent just vanished too, not to be returned. This was on a PS4. From what I understand, this is an ongoing issue for multiple people, including people on other social media pages.
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Apparently this is an issue on the PS4 as well. Last night I bought Plague and spent a ton of bp on trying to level her up. Only to have her get taken all the way back down to level one. Everything I had gotten in the web was gone. And so was all the bp I had spent. Haven't gotten anything back yet but I have taken the steps to report it. Won't be spending bp on her until this issue is sorted. Which is a shame because I wanted to use all these events bp bonuses to level her up.
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I was playing a game of doctor tonight, and not "the mean doctor build" either, lol. And I played pretty casually the entire time, no slugging, camping, and when I took literally ten steps away from the hook and a nice cage ran up to unhook right in my face, I just left and let them reset. How did I get rewarded for this? Constant blast mines (bad time to run eruption I suppose hehehe) and a nice cage almost dying to the entity because he wanted to badly to t bag me at the exit gates that the clock was almost up before he darted to safety. Lol.
In the end, it's hard to know why people do the things that they do. Maybe the group were giggling and having a great time seeing me flash minded. Maybe the nice cage was saying thank you with his twerking. Maybe he was saying I was the best doctor ever as he boot scoot boogied out the door. The world will never know.
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When I first started playing, I went with technician, prove thyself, leader and bond. I know some people have issues with technician, but I really believe that when you're starting out, it's harder to stay in games where blowing the skill check means you get chased by the killer every three seconds. Prove thyself and leader help the team while also helping you. After all, the sooner gens get done or exit gates get opened, the sooner you can leave and raise that sweet MMR to the point where you're getting better teammates.
The higher you go in the MMR, the more experienced your teammates tend to be, so as I got further along I started running perks that mainly benefited me. Lithe and quick and quiet (which are stealth and chase perks). Bond (so I know what my teammates are and aren't doing and who needs help) and I still run technician. I have ADD so the second there's any noise notification or movement out of the corner of my eye my mind goes right off the generator. Technician helps me enjoy the game more.
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I've only been to the new map twice. Once against a rather laid back deathslinger who just seemed to be enjoying the event (not trying awful hard). And the other was against a wraith who seemed intent on ending the match in two minutes. I'm not judging either playstyle, though I certainly missed getting to explore the new map as it doesn't seem to come up a lot. Lol.
Whenever this kind of thing comes up, it makes me rethink how I myself play as killer. I've played quite a lot of custom matches against bots to practice killers, and I also played some pretty tough survivors, so I've had to develop a certain style of play to avoid getting curb stomped every match. Because that's what happens when you go up against upper MMR teams. Of course, it doesn't help that sometimes I have been a bit "nicer" and end up being rewarded with some nice cage or sable t bagging me at an exit gate. I must admit that kind of thing makes me want to play a bit less nice next time. And I doubt I'm the only one.
This event, I'm trying very hard to go into it with the idea of just casually playing for bp and throwing snowballs. It's hard to break out of that "do as well as possible" mindset. But I'll give it a go. For now. 😈
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As a survivor, my main concern about this perk is that, with one survivor in the basement and not doing gens, it puts a lot of pressure on their teammates to pick up the slack. I mean, it's a 1v3 at that point. The thing about invocations is that it doesn't much matter if you can see the aura of the killer or the gens are a bit easier to finish if everybody is on death hook or dead.
As a killer, I am delighted and love this perk. Five stars, highly recommend.
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Tunneling, or running back to hook, definitely have a strategic advantage in DBD. Though I would argue the best time for it is in endgame or near it, when you need the extra map pressure or to get everyone to death hook or one out. Sitting in front of some poor soul who had the grave misfortune of getting hooked first at five gens runs the risk that other survivors will just be doing those gens while you watch them hang there. Because, in the end, that's really the only way to punish a hook sitter. Taking away their map pressure by doing gens.
A true back to hook Harry will severely punish you for doing an unhook, more than likely they will just down you and continue to run after "their prize."
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If survivors used flashlights at pallets or the occasional trip of me walking somebody to the hook, I wouldn't run lightborn. But like hell if I'm gonna get flashlighted every second of the game, over everything that I do. To the point where I'm having to run the whole thing with my head to the ground. I think survivors who overdid it on the flashlights are what caused a lot of the lightborn bonanza. I get that a survivor wants to help out a teammate. I understand. But not at every down, every hook, every pallet, during every single chase (even for other players) the entire game.
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I never hop in lockers to avoid a mori. Whether a killer gets a mori or not doesn't upset me much because I don't take it personally. I usually just drink some coffee while the mori animation goes on. It's called DEAD by daylight, not survive by daylight.
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As someone who plays Pinhead, I find the box a big enough slow down/annoyance for survivors that I don't need to run the strongest build there is. These days, I've taken to running spies from the shadows, lightborn, eruption and discordance. I guess you could call it an aura reading build with a dash of gen slowdown and not one to be messed with. Mostly, I just enjoy chasing people and getting hooks. I'm not playing hard for the 4k.
I don't mess with Hex builds anymore. I feel like whenever I'm playing survivor, nobody cleanses any hexes, and either I can't find it or the killer is guarding it with their life. But whenever I play killer, it feels the survivors are all running detectives hunch and those totems will be gone in sixty seconds lol.
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@Lady_Elisabeth said:
Why do so many people go out of their way to be jerks when they are already winning? Played a game earlier with a team of cheaters who didn't start actively, blatantly cheating until we were winning (4 gens done, and only 1 hook). I played another against a Huntress who went so crazy hard, tunneling and camping just outside of proximity when she already had 7 hooks, and we hadn't even gotten a 3rd of a gen done (she was really good at getting downs immediately, and had all the gen blow perks), and then let us all bleed out on the ground. Why?
For the record, I am a survivor main, but I do play both sides. To me, the game is tied when there are 2 hooks per gen, but neither of those is the point. The point is why do some people TRY to draw out the games, and make it as miserable as possible? Do you get off on it?
I know it's just a game, but why is the onus on me to forgive/forget it, or to move on, or ignore it, or whatever. Why is the onus never on those people? I'm not upset that I lost either. I didn't lose the game with the cheaters, they pretty much guaranteed that we would win. I am upset that more, and more players have no soul. It's not either sides job to make sure the other has "fun", but it is your job to not BE A JERK FOR NO REASON!
I think that there are two answers to your question. The first is that some people go into DBD with a bitter, miserly attitude to begin with. Maybe they may have had a fight earlier with a family member, their boss berated them, kid talked back to them, bullied at school, cat wacked them in the face, we will never really know. But the end result is that playing in DBD gives them an outlet to unleash the pent up anger, frustration and rage they deal with on a daily basis.
The second answer is that miserable game play can be a lot like being bitten by a zombie. Someone can start out playing dbd normally enough, wanting to have fun, but having to deal with an endless onslaught of miserable matches can create inside of a person the urge to play just as miserablely as the people who they went up against. Instead of taking it, they want to be the one dishing it out instead.
There is a third possibility, but it has to do with matches getting harder as one rises up in the MMR. Playing a match higher in the MMR will drastically increase your chances of encountering players who will do whatever it takes to win. Which is often why they are that high up in the first place.
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@SuspiciousBrownie said:
I’ve been playing a lot of survivor ever since this perk dropped an I have to say it has single handedly won us so many games. Even when killers have one gen left and are desperately trying to get one kill to try and bring the game back it doesn’t matter.
People may not realize it but I’m calling it now this is the new meta pick. If you want to win you WILL bring this perk. Forcing a killer to spread hooks in this tunnel meta is just so strong. I won 9 out of 13 matches today 3-4 person outs
I have to admit when I first heard about the perk, I imagined it would be something mainly swfs or higher MMR players would use. And I only say this because when you're playing soloq at low or mid MMR, random teammates can be uncoordinated and selfish as hell. I could very easily use a shoulder the burden to protect someone, and then the killer just downs me and runs right after them, downs them, and then where would we be? Lol.
But I do see the allure of it if I find myself in a strong team. Maybe with someone who I notice is really good at chase or is adept at keeping the killer occupied while other people do gens. Eventually, if it ever pops up in the shrine, I'll get it to add to my altruism build. See how it goes. But again, the person I save would at least have to prove to me on some level that using a hook state on them is more valuable to the game than me having one less hook. I would hate to use it on someone who's just gonna get downed again literally three seconds later.
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@Peanuts said:
I just wanted to share my experience as a solo survivor.
I had a lot of fun on the 2v8 gamemod. Games felt amazing, you had always something to do and rarely just sat on a gen from 0% to 100%.
As a solo survivor, I could see what my team chose and could adapt my choice. Once in game, survivors plays and decisions were more natural and understandable because I knew their roles, and they knew mine. Games felt more coordinated overall.
I loved playing scout and trying to give as much info as possible by following killers and creating resources for my team.When downed, killers immediately hooked survivors.
Since the cage was teleported, they could not camp hooks and defend objectives at the same time. It did not feel like the usual situation where the hooked survivor is next to the generator and the killer would just camp.
Lasting 15 seconds while being chased by 2 killers felt amazing and getting double-slapped was fun.
Games felt swift and were not extended by some "gens patrolling" or slugging.
But since it stopped, I had to switch to 1v4, but it feels terrible.
1v4 :
I have no information about my team perks. It can be frustrating because miscoordination will often result in terrible mistakes.
This lack of communication and information implies less interaction between survivors. Most of the games does not feel like it's a 4v1 game but more like a 1-1-1-1 versus 1 killer game. Most of the time solo survivors only interact with one another when unhooking and healing right after.
The game feels slower overall. You just sit on gen and nothing happens.
Survivor to killer relation: Only chases and some killer powers bring interactions.
Most games, killers just camp hooks (and tunnels if you manage to rescue) or slug.
Those who do not camp or slug while trying to spread hooks ( average 8 hooks before first death) usually lose the game (2 escapes).After solely playing 2vs8 for a while, I have agree that my first night back doing 1vs4 in soloq was frustrating and not as enjoyable as I would have liked. I think, up to a point, it really is a numbers game in soloq. If I'm playing with seven randoms, at least some of them might be capable of playing the game well, or can at least pick up some of the slack for those who are struggling. But in 1v4, all it takes is one person blowing skill checks to cause a series of unfortunate events that makes the trial totally miserable. When you're playing with fewer people on a much smaller map, the avenue for error becomes tiny. Everyone has to either play super well or be extra skilled to make up for the person who isn't. And not everybody is at that extra skill level yet or wants to play sweatier because of someone's else's mistakes.
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@sinkra said:
Because they know the vast majority of casuals would never play 1v4 again, which is the mode they spent years working on to "balance" and this would damage their pride that most players prefer the chaotic fun party mode of the game instead of the boring frustration of 1v4.
If 2vs8 became permanent, you'd never catch me on 1vs4 again LOL. But I can only speak for myself on that. The amount of pressure that gets put on you being on a much smaller map with only 3 other players and a killer is immense. In a way, I'm having to relearn how to do stuff again because for a while I was playing on a huge map with lots of other people to take the pressure off me and I wasn't being constantly driven off gens every five seconds. Or having to constantly go in for saves because my few remaining teammates might not.
I love 2vs8 because I just want to have less pressure put on just me to win or carry my three random teammates if they're having a hard time. I'm not team captain material or endgame warrior, I'll just put it that way.
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It feels like to me it either happens a lot during events (2vs8 for instance) or after a new update comes out. Other times it seems totally random. I stopped playing earlier tonight because I got kicked out of game due to "disconnected from server." Oddly enough, the scariest part about playing DBD for me is the fear that I'll get booted from a game and then get hit with a dc penalty for something I didn't even do. That's why I don't think there should be DBD penalties, not unless they can somehow figure out who leaves the game because they want to and who gets kicked out for other issues. I shouldn't get punished for being deprived of the ability to even play the game.
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I suspect that, given enough time, those that understand her abilities and add ons will outfit her with strong builds and get a lot of use out of her. I've heard people say that Myers is a so called weak killer, but I've played against some that were terrifying as hell. Lol. I think it's really about HOW you play a killer. And I wouldn't be surprised if some day DBD twter suddenly explodes with angry posts of players calling her one of the most overpowered killers in the game, after having matches with players who masterfully and cunningly used her.
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@Reinami said:
In the Survivor rulebook™ it is bad if the killer slugs for the 4k, or doesn't "be nice" and let one go at the end, but for some reason when survivors stomp the killer, they never let the killer get a pity kill, they always HAVE to play as toxic as possible to get all 4 out. Why is that?
Just asking questions.
As someone who plays a lot of survivor, I appreciate the question. I can only speak for myself, but I also feel sorry for a killer when I can tell they are inexperienced at the game or maybe are trying a new killer. And there have certainly been times when I was sorely tempted to give a killer a pity kill in the endgame. But there are two reasons why I don't do it. For one, I play soloq and my teammates wouldn't understand what I was doing, potentially killing themselves trying to save me and then sending me salty messages in post game about "throwing a winning game" or whatnot.
The other reason is a bit more complicated. As someone who is at a certain MMR, I'm used to going against strong killers with strong builds running strong add ons, so I've had to adapt the way I play to allow for very few mistakes. Unless I want to have the most miserable games in the world. That's why, when I come across a killer who plays less hardcore, I find myself playing the way I've become hard wired to play. I'm willing to bet that, on occasion, some killers find themselves also falling into this pattern.
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@Peanuts said:
I just wanted to share my experience as a solo survivor.
I had a lot of fun on the 2v8 gamemod. Games felt amazing, you had always something to do and rarely just sat on a gen from 0% to 100%.
As a solo survivor, I could see what my team chose and could adapt my choice. Once in game, survivors plays and decisions were more natural and understandable because I knew their roles, and they knew mine. Games felt more coordinated overall.
I loved playing scout and trying to give as much info as possible by following killers and creating resources for my team.When downed, killers immediately hooked survivors.
Since the cage was teleported, they could not camp hooks and defend objectives at the same time. It did not feel like the usual situation where the hooked survivor is next to the generator and the killer would just camp.
Lasting 15 seconds while being chased by 2 killers felt amazing and getting double-slapped was fun.
Games felt swift and were not extended by some "gens patrolling" or slugging.
But since it stopped, I had to switch to 1v4, but it feels terrible.
1v4 :
I have no information about my team perks. It can be frustrating because miscoordination will often result in terrible mistakes.
This lack of communication and information implies less interaction between survivors. Most of the games does not feel like it's a 4v1 game but more like a 1-1-1-1 versus 1 killer game. Most of the time solo survivors only interact with one another when unhooking and healing right after.
The game feels slower overall. You just sit on gen and nothing happens.
Survivor to killer relation: Only chases and some killer powers bring interactions.
Most games, killers just camp hooks (and tunnels if you manage to rescue) or slug.
Those who do not camp or slug while trying to spread hooks ( average 8 hooks before first death) usually lose the game (2 escapes).For me, the funnest part about 2vs8 was knowing that dying wasn't going to make my MMR crash. (As a solo player, the MMR crashing creates a very regrettable situation where you get ever worsening teammates.) So I could just go on and do my best, do gens, loop, help teammates and have FUN. I have no desire to play every trial like I'm fighting for my life. I don't feel the need to run the strongest build with the strongest add ons to escape every single time, no matter what.
I'm not judging anyone, but sometimes I just want to have a chill game with some cool people without feeling like there's money on the line. (Or I'm gonna get terrible teammates if I die a certain number of times in a row) I'm looking forward to the next DBD event. Whether it's 2vs8 or chaos shuffle or whatever's.
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@NotAnotherDoctor said:
Dear Devs,
This killer is absolutely miserable to go against. Can you tell me why it's so necessary to have a teammate help you escape the hounds grip? This killer is gonna destroy what's left of solo queue.
Once again we have a situation where you appeal to groups that play together. If you're not appealing to these groups you're appealing to some silly made up comp scene or to sweaty players.
This chapter is the definition of the term "absolutely miserable"
I see this killer as being one that is especially punishing on casual, solo and newer players, especially with looping being more challenging and the "merciless storm for healing." I've had multiple games against her, and while I didn't have a bad experience, I could tell some of my soloq teammates did. There were games where one of more people would dc fairly early, one person did so literally at the start of the match when they realized it was her. Made me feel like I was in a skull merchant trial LOL.
To me, her power is very similar to Pinheads. And a lot of killers are going to struggle to use the dog effectively. I think she's going to be one of those killers that will be low tier in the hands of the average player, but high tier near godlike in the hands of a highly skilled player. Just like how Shoulder the Burden will be next to useless in soloq, but powerful as hell when used by a well coordinated swf.
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@Belzher said:
You hook someone that will go to the other side of the map where there are 3 other people ready to save and leave through a gate you have no control over it. For the next version of it, they should fix this somehow because I'm seeing some killer players slugging when EGC starts.
What do you guys think?
I don't know how effective slugging is in 2vs8 right now since the survivors now have a basekit unbreakable. And I know this because a deathslinger and a spirit were having a "little experiment" going on where they were trying to slug out everybody before they could get themselves up again. I'm not judging it. They seemed to be having fun I guess. I was able to pick myself up a couple of times before I did eventually just bleed out. So the unbreakable DOES have a limit. But what creates all that I don't know. This was an extreme slugging situation.
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@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/UFXC3H36JXID/picsart-24-11-17-15-14-56-753.jpg
Tittle.
Image is fan made.
Huntress. Hands down. A good huntress can get even a lackluster teammate a fairly good amount of kills. It's because only huntress has the ability to move survivors around the map based on where she directs her hatchets. And her ability to guard gens from a distance is simply unmatched. Wraith is a solid teammate for her, as his speed and surprise attacks are a good combo with her long rage hatchets.
Worst killer is trapper. And I say this because part of his power, laying traps, takes a bit of time and that's the last thing you need in a game with eight survivors cranking away on gens. Also, with the maps being larger, you run the risk of someone escaping from a trap before you even get there.
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@OrangeBear said:
So my last 5 matches in 1v4 have had at least one new player in them. One of them was even entirely new players. They have no unique perks or prestiges
I theorise that with the new free weekend and 2v8 causing a lack of survivors new players are getting put into lobbies they shouldn't be. This is obviously not a good experience, i worry this is going to turn a lot of people away.
Anyone else having a similar experience?I know it sounds terrible to say this, but I knew it was a free weekend before anyone told me just solely based on all the failed skill checks I started seeing in the 2vs8 trials. At the MMR I'm currently at, you seldom see failed skill checks. It's like seeing a unicorn out in the wild. And the entire time, up until now, I was not seeing them. And I feel for those newer players because, sure enough, that failed skill check would bring one or two killers over to down them. At least when I was learning the ropes, I was not getting two teamed by a huntress and a wraith lol.
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@theonryo123 said:
I’m like go do a gen or something there shouldn’t be more than one person going for the uncage it’s a waste of time. For example in one of my matches I was playing survivor and I went for the un cage save and I noticed 2 other people are following me I’m just like go do a gen.
In the games I play, I've noticed players swarm unhooks more when killers are correctly applying the right kind of pressure to the map and the generators. There are two reasons for this A. Good killers make it harder to sit on generators, so you have more players scrambling around the map, looking for generators or just running for their lives. And B. Hooked survivors tend to spawn farther away from the killers, to places on the map where survivors fleeing competent killers tend to already be.
The other side to this equation is that if you have killers who are inexperienced or poor at map pressure and guarding gens, survivors will be more spread out across the map, and less likely to be nearby for a hook rescue. This is how you can be playing a "winning game" as survivor, with gens flying, but still die on hook in the farthest corner of the map, with no rescuer in sight. Everybody's off doing gens, enjoying that lack of map pressure.
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Dead by Daylight is the only online game I play where I have to worry about the game crashing AND getting hit with a dc penalty for something I didn't even do. That's why, when I was playing 2vs8 tonight and it crashed on me, I just left the game and played something else. To me, it's just not worth it to continue playing it on a night it starts acting buggy. I don't want to get hit with stiffer and stiffer punishments. If they're gonna do dc penalties, they really need to be able to identify whether someone left a game because they wanted to, if they were forcibly kicked.
I shouldn't have to take a break from the game to try and head off a dc penalty. Like, yeah, give me bloodpoints, bp, something.
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@Marc_123 said:
New Perk: Don´t bother / Unbothered
If you are repairing a generator your aura can´t be read. (nothing more nothing less)
Could be added to Technician - would make it an amazing perk.
Gen Perks and chases and so on would work but would help against these cross map sniping Huntresses and all the other ridiculous stuff.
I agree. It definitely feel like something more should be added to technician. Even the "less noise during generator repair" is a bit weak. The noise reduction is so minimal the killer can literally just SEE you on then gen at that point. Though I like to use it since some nights I don't want to worry about random slip ups or merciless storm or any of the doctor stuff.
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I do this weird thing where I zig zag back and forth like I'm possessed and the devil is holding my controller. I make bizarre twists and turns, making plays so unbelievably mind boggling that killers will often miss their attack, even at close range. Nobody can predict what I'm gonna do. Least of all me.
I once had a Pinhead player chase me for three whole gens, missing every chain summon because my movements made it too hard to hit me. After that, he let my teammates unhook and heal me and ignored me the rest of the match, allowing me to escape.
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Great suggestions! I loved watching Markiplier and his friends play Phasmophobia, even though I haven't checked it out myself. These days, if I'm not playing DBD I'm playing Ghostbusters Spirits Unleashed. It's also a multiplayer, but it's not anywhere near as competitive as DBD. And I in no way mean that as an insult. Ghostbusters is more what I would consider a casual party game. None of it feels personal as far as who wins, be it Ghostbusters or the ghost. It's more like a search and find game, and if you don't want to bust ghosts, you can calm people down or collect mushrooms. I find it relaxing.
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@Wraff said:
What's your opinion on a Survivor killing themselves on hook? Do you understand it when a group runs into a sweaty Huntress who slugs everyone or a Knight who three gens from the start? Or do you think people should tough it out no matter what?
There are only two reasons why I would ever give up on hook-- So my teammate can get hatch or if one of my teammates has "become buddies" with the killer. I refuse to play a game with some Leon helping the killer out in order to troll and escape. Usually, when I see people "go next" it's because the killer started the game out strong (getting people hooked before a gen is fully complete.)
I don't judge it. Having been on the receiving end of so many doomed games, I understand the desire not to spend the next so and so minutes getting curb stomped. I would still rather keep playing and try for hatch at least, though.
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@Kl0bürste said:
If you tunnel at 5 gens, camp and slug the entire game and run a 4 gen regression meta build (or some other op BS) you should be punished for it. Bannable even. Nothing more to say.
I think that the best way to approach things like camping, tunneling and slugging is to understand what place those tactics have in the game. Why killers use them. They can be winning strategies and they aren't punished in any particular way. So one could say that a fairly good killer with adequate enough speed and a good build could easily down a whole team and dance over them for four minutes if they wanted to. Unless it's punishable, it's fully acceptable gameplay.
But this is what it is on paper. Beneath that is the danger that certain playstyles (ones that deprive others of the ability to play the game) could over time hurt the game by causing some people not to play it anymore.
Getting back to what I said originally, I think the only way to discourage killers from "certain things" is not through punishments but through heaps of rewards. Didn't stay close to hook? Get a haste during endgame. Didn't hard tunnel after hooking somebody? You get tons more bp. The entity could block windows sooner. The exit gate could take longer to open. There could be an exposed status effect or gen slowdowns or all kinds of things that a killer might find more rewarding than what they've been doing.
Yes, some killers just love to do "that stuff" but others do it because it's a high reward and low risk activity. Problems created by it being a win lose game can be solved by treating it as being a win lose game.
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I started noticing a major increase in slugging last night when I was playing the haunted event. I thought perhaps it was some kind of challenge the killers were all doing that I didn't know about. When I first started playing DBD, I didn't personally encounter slugging all that much in my games. But if last night was an indicator of how the game is going to be, I might just switch over to playing killer a lot more.
Maybe if people are playing as a swf with coms and particular builds to counter this, some of the slugging might be a tad but easier to deal with. But I play solo q, so I really have no control over what other people do in the map. Getting slugged even five times out of ten games is more than I'm interested in dealing with.
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@StalkingYou said:
To preface this I want to say that this is just my opinion. I will not intend on being rude or sassy to anyone so I ask the same for everyone else here. I am just trying to voice my frustrations and have a conversation and I hope that people will respect that.
I have over 3k+ hours on the game (mostly on killer but I dabble in SWF from time to time) and I think the state of SWF is completely broken, but SWF itself is not the problem.
SWF in of itself is a good thing. Being able to play with your friends is great whether you are good at the game or not. It also allows you to avoid Solo which I understand is a nightmare in of itself.Most SWF groups I come across are chill and relaxed if I am being honest. Usually they are beatable and its much more fun than going against more Solo potatoes.
Then there are the cracked SWFs and before anyone says anything: I am perfectly fine with people being insane at the game. In fact I love to see it. If you dedicate time to something it's awesome to see that you are very good at it. It's the same for me when I play killer.
But most of the time when anyone (or at least myself) loses to these teams it just feels… unfair? And I know that may sound like a standard case of "skill issue" but please hear me out.
Dealing with teams that know the game well and can loop well/ are efficient on gens is FUN. If you lose to them then that means you got outplayed, plain and simple. And I'm willing to accept that when it happens.
The problem is that 99% of the time, this is not how it goes. The SWF that contains members which are already completely insane at this game win because of the myriad of basekit handouts given + meta perks.
The most notable examples being: Decisive, Off the Record, Unbreakable, Deliverance, Map Offerings, busted items, basekit BT + anti camp. 70 second hook stages.
Now I know what people will say. "Most of those things don't work if you're not tunneling" and I understand that sentiment, but only to a certain degree. I agree that these things are fine against decent players + solo q. I think it makes the game balanced against those players. I understand the want for killers to play nice because it is fun for everyone.
However expecting the killer to play like that against good SWF is just unrealistic because playing nice really depends on the survivors going down quickly.. These survivors split up on gens and are extremely good in chase to the point where if you try to play nice killer then you get obliterated because the gens just go so fast.
So what is there to do? Well, this is where the title of the post comes in, because the only option left is to tunnel. And since survivors have perks like DS and OTR which, in the hands of a good looper, make it so trying to kill them early takes 5 minutes unless you're playing Nurse then you're kinda out of luck if you do try to tunnel.
This is the point of the post where people will question my own skill and again I understand that. But please keep in mind how these games go. You spawn in, 3 different survivors are split up on gens, you chase one for a long time because they're insane at looping and the map is fresh with resources and if youre lucky you down them in a minute. Now you have to deal with 3 gens at 60 sec each (excluding pick up times, carry times, and time it takes to go to generator).And the worst part, if you try to play efficient too then you end up eating dirt because the perks + basekit abilities combined with the pure looping and efficiency skills of the survivors make it physically impossible.
Having 4 different survivors split up and run quadruple decisive + one Deliverance + a couple dead hards and adrenalines thrown in there (+ the BNP and ultra rare med kit add-ons) and losing makes the outcome of the game feel so artificial. And that is where the frustration comes from for me.
I'm not going to even point of the irony of survivors using these "anti tunnel" tools offensively and body blocking you when you try to actually play nice and get the unhooker. "Just ignore them" it's : a little hard when they are in my face. "Just hit them" that's a hit I could have gotten on the unhooker. "Tunnel them" then they have DS and you either wait the 60s or pick them up and restart the loop. And if they are good at looping and youre not playing pure anti loop killer then good luck.
Side note, I think that 70 second hook stage change was horrible just for this reason. Even if you play nice, that's +10 sec on gens for the survivors. For what? Why do the SWF teams who get 3 gens in 5 minutes need that?
TLDR: Losing against SWF feels artificial most of the time. It basically never feels like you lost mostly due to their skill, more of their skill combined with the busted tools at their disposal. Like 65% tools 35% skill.
Again I want to emphasize that I am going to be nice to everyone so I would like it if everyone would keep it civil and be nice back when sharing your opinions. Thank you for your timeAs a survivor, climbing up through the MMR is hard as hell. It's a steep learning curve and you're often put with terrible teammates who don't do gens, don't go for unhooks, let you die on hook, etc. To make a long story short, it's some miserable stuff. To get to the top as a survivor, the game kind of makes you run the same small handful of "meta perks" you have to run unless you want every game to be a miserable fiasco. Because the higher up you go in the MMR, the stronger the killers are. So you have to bring the build that match THOSE builds.
I feel like this is a good area to have dialogue about how the different experiences of killers and survivors can create misunderstandings and conflicts. On your end, obviously, you're seeing sweaty try hard swfs that are running you into the ground. The swfs could just as easily be saying to themselves, "These killers have been giving me hell in this game and nobody is gonna tunnel, camp or stomp on me ever again!"
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I think that if a killer goes immediately after you right after you get unhooked, you need to get a token. And every time you get a token (up to two obviously), not only do you get extra bp for everything you do in the challenge after that, you get a resilience generator repair buff. So now, in order to hard tunnel you, the killer has to risk you slipping away and speeding through gens.
For killers, I think there needs to be more rewards for not doing stuff like hard tunnel and camp. For instance, every time you immediately leave the hook and don't tunnel people, you get extra haste and bp in the endgame, or the ability to remove progress to an exit gate that's been worked on. Stuff that makes killers think, "Hey, if I don't do this or this, look what I get instead."
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Let's not kid ourselves here, all you really need to do is bring lightborn or NOED to get lit up in the endgame chat.
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I'm glad you brought this up because I was wondering why all of sudden slugging seemed to spike. I thought maybe there was some kind of online slugging challenge going on or something. If it gets any worse than what it is right now, I see myself playing mostly just killer instead. So if anybody comes across a Pinhead with bunny charms who doesn't slug or even use moris, that will be me.
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@Botiz said:
High MMR at a killer who can't compete at that level has to single-handedly be one of the most exhausting experiences in Dead by Daylight.
I've played 13 games in a row, of which 9 had map offerings used, and no joke, every single game had styptics or syringes in. Every. single. game. What makes it worse is these aren't even difficult to get in the bloodweb, at the higher levels they appear every other web.
Like, I play Wraith and even running 3 slowdowns isn't enough, when, combined, survivors are running like 10+ second chance perks on top of the styptics/syringes and map offerings.
I don't need to win to have fun, close games where either side wins are fun, but there's literally zero room for any fun when you're getting stomped.
Sure, my MMR will adjust, but then you play at a different time of day or matchmaking expands the buffer and then you win a load of games and you're back where you were before.
I'm tired, and think map offerings, styptics and syringes in particular urgently need addressing because it's getting ridiculous
An interesting facet about Dead By Daylight is that, when you start out as killer, you go up against survivors who makes the worst plays humanly possible, fail skill checks, hide in lockers and don't do gens, etc. So you mop the floor with those guys and keep going up in the MMR. But while you're doing that, survivors are ALSO evolving, getting smarter, running better perks, learning to loop, etc. Until finally the corner hiding Claudette turns into the p100 Nea running Adrenaline, DS, Dead hard and unbreakable who can flashlight you every five seconds of a match. And her friends who are all running strong builds, with flashlights.
It's not much fun on either side of that equation, to be fair. As survivor, you start out with teammates who let you die on hook, dc and go next, don't do gens etc. You end up dying a lot. Unless you're part of a swf that helps you, you've gotta play like you're in the DBD Olympics to rise up in the MMR and get decent teammates. And I think some survivors, when they get up to that point, are pretty bitter about killers. They want to mop the floor with killers the way they got mopped up. Hence some of the attitude that comes out in games. I suppose all of it can create misunderstandings and conflicts on both sides.
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If gens got a repair speed bonus, it would also stop slugging in its tracks. Nobody would want to guard somebody on the ground while the gens fly in the background. Same goes for face camping. The trick to stopping that stuff is to understand what part it plays in the strategic mindset of some killers. Why they do it. There needs to be a counter that has enough weight to make the risk no longer worth the reward. But yes the bp is good as well.
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@GravityHull said:
As expected DBD has attempted to balance SWF communications by buffing all survivors, when are we getting what is what usually is expected of a multiplayer game with friends? Communications !
People are already using communications and the game can't be expected to be balanced for solo or communications as someone will always suffer a terrible game.
I regularly play Ghostbusters Spirits Unleashed and it allows you to hear other players coms. Personally, if it was a thing in DBD I would probably turn it off, because some of the survivors I've been teamed with... I'm pretty glad I can't hear them hurling insults at me through the game. I'm just saying lol. Not in solo q. Friends, yeah. Solo q is kinda a jungle.
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@Crucifilth said:
Listen, when you have one side of the game with more people, odds are you're going to have more people who DC, kill themselves on hook and/or bodyblock and willingly throw the game. This happens at any skill level because like I said, most survivors get salty that they got slammed and decide to DC or kill themselves on hook.
And then you have the trolls. The people who don't do gens, don't heal, don't unhook teammates and of course, bodyblock and "troll" their teammates.
What I'm saying is, when you have more people on one side of a match. That side will more than likely have terrible people on it.
I've played countless survivor/killer games and have seen so many instances of survivors DC'ing after one down or just blatantly not helping their teammates and people seem to wonder why the win rate for survivors is so low. It's because of you guys.
And don't even get me started on the survivors who say, "When i see [killer], I DC" Like cmon guys, give me a break.
I think that, at it's core, there are two issues going on with Dead By Daylight on the survivor side. One is absolutely everything that you said. The other issue is players who just want to have a casual game and are just not looking to sweat. Some killers, especially with strong builds in a higher MMR, you HAVE to have a competitive counter. You can't just sit on a gen and hope for the best. And I think sometimes survivors rise up through the MMR playing more inexperienced killers, and they are not really prepared to go up against a killer running super strong builds who they can't really hide from.
That's why I think the devs just need to let people have custom matches where they can play against bots only and still get bp and do challenges. Just so some of the more casual players have their own place to play without all the throwing matches stuff going on.
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@PortaI_2 said:
As someone with over 127 days played in this game, never have I been this annoyed with Solo Que.
I play solo que Survivor by far the most and honestly its gotten pretty annoying bad. So bad so the first time in 6 years I dont care to have all survivors and killers.
Mind you I was red rank Survivor in my first two years. Don't know if just sweats play these days. But DBD is just done for me. From the frequent tunneling (thanks in large part to the 3-4 second DS nerf) To the Pay to Win Killers. Solo Surviv Que is just bad.
Tonight I had a game where I got downed by a pig at the start of a match, who then proceeded to almost bleed me fully out, before finally "allowing" someone to get me up. At which point she hard tunneled me around the map until my bear trap exploded. Threw the whole match to do it. To me it just kind of symbolized the state of DBD solo q these days. Sometimes it feels like I'm either going against new killers who I feel bad "escaping too soon from" or killers who play like their family is being held hostage.
Here recently, it just seems like there has been a massive increase in gameplay that to me, is meant not just to win but to deprive other people of being able to play the game. Makes me want to solely play killer, honestly.
@PortaI_2 said:
As someone with over 127 days played in this game, never have I been this annoyed with Solo Que.
I play solo que Survivor by far the most and honestly its gotten pretty annoying bad. So bad so the first time in 6 years I dont care to have all survivors and killers.
Mind you I was red rank Survivor in my first two years. Don't know if just sweats play these days. But DBD is just done for me. From the frequent tunneling (thanks in large part to the 3-4 second DS nerf) To the Pay to Win Killers. Solo Surviv Que is just bad.
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Although killers get an awful lot of hate when it comes to "camping and tunneling," I've gotta admit that the main killjoys I've encountered in my solo q games are actually other survivors. I've had teammates literally body block for no real reason, become buds with the killer and lead them right to me, sit on a gen right next to me and let me die, fake unhook me a million times for shits and giggles, etc. I think some people literally just play the game to troll other survivors, not just mess with the killer.
I'd much, much, much rather go against a basement Bubba than a Leon running bond who wants to befriend the killer and get hatch. I can run perks to counter whatever the killer plans on doing. I can't run perks against the Leon. Because the game wasn't designed for what the Leon's doing. Besides, the damn killers aren't on MY team so it doesn't twist the knife as much.
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I think it's worth mentioning here that there's a crucial difference between something like Shadowstep and killer aura reading perks. Shadowstep has a small little circle where it works. (Unless you get lucky and it's a multilevel map) And then the killer can just come and stomp it out. And then you have to waste time evading the killer to find another totem. You can't stomp out the killer's aura reading perks, and you've got some that have a much bigger range than what Shadowstep offers. In my games I seldom ever see Shadowstep, but I sure as hell see a ton of killer aura reading perks. Wonder why?
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I appreciate the amount of care and thought that goes into what you are suggesting. It would be nice, as a survivor, to at least get to stay in the game for a wee bit longer.
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@Viciusaurus said:
I've taken all I can playing survivor for event. What are some fun builds for killer that yall enjoy? I don't care to get kills, I just want to get Tome challenges done, get BP, and have fun.
Currently I'm trying out Wolf Only Drac while running Trail of Torment, Brutal Strength, Fire Up, and Enduring with the add ons to recover Pounce faster by 50% and increase the range of detecting Scent Orbs. Doggo leap build.
I just run a relaxed "find and hook" build on Pinhead. Iron grasp, spies from the shadows, eruption and lightborn. Spies is a much slept on perk, it's a pretty descent way to find survivors who are trying to escape from the terror radius (on some maps more so than others) Iron grasp is because I just hate all the wiggling. Lightborn is just something I toss in there so I just don't have to ever think about flashlights.
I know some people have issues with lightborn, but I just play the game to have fun. I'm not running the big meta build with the best synergy and add ons to get the 4k. No offense to those who do. It's just not my bag.
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The interesting thing about playing killer in Dead by Daylight is that, when you first start out, hunting baby survivors is super easy. Yes, you may get the occasional MMR hiccup and get matched with a high powered swf, but more than likely you're playing against survivors who are scared to touch gens, fail skill checks and make the dumbest plays humanly imaginable. So you win. And you keep winning until you raise up in the MMR and start facing the more die hard survivors running the same meta builds, who can flashlight you from out of nowhere, take extra hits to go down and then dead hard away.
When gamers of both sides complain about how overpowered killers or survivors are, what they're really complaining about is facing off against players who understand how to most effectively use perks, builds, maps to their advantage. It's the difference between the average person doodling a stick figure and an artist making a breathtaking masterpiece. It's not about your ability to hold a brush and put it to paper, it's about knowing how to use it effectively.
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The best advice I can give to anyone, especially someone looking to dabble in playing killer, is to make your account fully anonymous and turn off chat. Don't accept friend invites. Keep your interactions with other players to a healthy minimum.
I say this because, and I've been in a lot of other fandoms, DBD has one of the most toxic, bizarre, unfriendly fandoms you'll ever encounter. Yes, there are some good, nice people, but there are a lot of weirdos and immature, actual children as well. Personally, I'm not gonna spend my time arguing with trolls and people who are literally 12. It's a waste of time to try and make sense out of what some people complain about. Because you can't make the illogical into something logical. And I don't blame the devs. It's the people who play the game who perpetuate the chaos.
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@No2Loser said:
PLAYTHING MAKES ME WANNA PLAY WITH THE THING CALLED 'DELETE SOFWARE'
Here recently, I've noticed an increase in killers running hex builds, which can be tough to combat in a solo q situation. Normally, I ignore hexes. Yes, it's partly due to haunted ground, but mostly I would just rather be doing gens or unhooking teammates than creeping around the map, finding a totem and then BAM the killer running back to defend it. That being said, Hex Wretched Fate, or any hex that hinders repair speed, is sure a pain in my bum. Merciless Storm can be difficult in solo q with teammates who struggle with challenging skill checks. I sure hate to get hooked because of a failed skill check that I didn't even do.
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@Iron_Cutlass said:
You ever just look at a Generator and think "hm, how I can I make this feel worse in every single possible way"… no? Well to bad here is the build for that.
Despite the name, the build is… well… not a mild inconvenience, it is dedicated to making things as awful as possible for a single player.
https://us.v-cdn.net/6030815/uploads/3WWN3MI2BAIA/screenshot-from-2024-09-15-21-45-43.png
- Hex: Wretched Fate is a perk that makes a Dull Totem turn into a Hex Totem when a Generator is completed, this Hex Totem makes the Obsession repair Generators 33% slower.
- Scourge Hook: Gift of Pain is a perk that makes Survivors who are hooked on Scourge Hooks get the Mangled status effect, upon being healed, they repair Generators 16% slower until injured again.
- Hex: Pentimento is a perk that lets you replace destroyed Hex Totems with Rekindled Totems, Rekindled Totems cause Survivors to repair Generators 30% slower.
- Merciless Storm causes Survivors on repairing a Generator past 90% (for the first time) to receive a constant stream of Skill Checks, failing the Skill Check regresses the Generator and blocks it for 20 seconds.
The idea here to make the Obsession repair 33% Slower from Hex: Wretched Fate and an additional 16% from Scourge Hook: Gift of Pain for a total of -49% Repair Speed; adding 44.1 seconds of repair time, making Generators take 134.1 seconds.
Since Hex: Wretched Fate can be cleansed at any time by the Obsession, Hex: Pentimento is here to provide an additional -30% Repair Speed for a total of -79% (when Hex: Wretched Fate activates again); this results in adding 71.1 seconds of repair time, making Generators take 161.1 seconds.
Finally, Merciless Storm procs on the final 10% of the Generator, which with a 161.1 second Generator, it results in nearly 20 seconds of Merciless Storm being active on the final part of the Generator, putting more pressure on the Obsession to hit those Skill Checks, otherwise they lose their hard earned repair progress and an additional 20 seconds of time from it being blocked!
Reminder that all of this is possible thanks to Hex: Wretched Fate and this is a 100% totally and perfectly and fine interaction that does not, at all, remove the Obsession's will to play the game!
You forgot the part where you play Pinhead with the iridescent box add on, making it harder to find the box before chain hunts. So that survivors have something else to worry about while hunting totems and working on super slow gens.