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dbd900bach

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  • I didn't imply I had an old gen console. I'm having no issues at all but an older gen console is more suseptible to these issues

  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762498#Comment_3762498

    Are you on PC or console? It's likely hardware dependent. A powerful PC may not have this issue but a weaker one or a console may.

    Console. I think it might be an issue more oriented towards lower end PC's or old gen consoles since I have the series X

  • Not really sure what you mean? The Entities reasons have been made pretty clear. Suffering, death and fear are what the Enitity feeds onso it made this endless cat and mouse game to farm it's food.

    More survivors mean more despair and more killers means more farmers to get said despair for the Entity.

  • I have some pretty bad news for you. It's not a glitch. It's not a hacker or anything either. The recent patch notes for 8.1.0 have included hook respawns on hooks that survivors were sacrificed on. It is comepletely natural and intentional.

    Secondly, the situation you're depicting is a lose lose scenario. Everyone is sacrificed and you're already slugged on the ground. Another hook was likely nearby as well so it's unlikely that this hook not respawning would have changed anything. I think it just made the inevitable happen a lot quicker rather than the game needlessly getting dragged out.

  • Not guaranteed to happen at least. I've had zero issues when encountering the skin. My game runs all the same with no frame drop

  • @Choaron said:

    Nothing in DBD ever required an "insanely high" amount of skill ceiling.

    To each their own

  • @Yggleif said:

    I think they're fine as long as you manage EMPs well and respect him in overclock mode and predrop against them so if you know the counterplay I actually think Singularity is one of the most balanced killers in the game.

    Exactly. Singularity can still find a beat, however, and counter the pre drop with a certain add-on.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762393#Comment_3762393

    well, just saying you could do the same before.

    yeah, qols gave him teleports / infections where he otherwise wouldnt have, but it's not that big to make a difference, it mostly just makes the experience smooth.

    you still have to have same game awareness, know how to aim pods to gets scans/tps when survivors are under cover, how to use overclock in chase (now more than ever bc you cant just mindlessly w key vs knowledgeable survivor anymore if you want to win chases) and so on.

    im still dreading the complaining once devs also roll out the autoaim for him, so that even more singu players start performing on a bare minimum. i really hope devs recognise that hux deserves to be strong and that once people finally learn the counterplay with more exposure to him, things will be fine.

    I don't think it'll be that big of an issue. Most Singularity players jump to the assumption that the optimal play would be setting up a web of cameras near gens which new players will struggle with. Then again they struggle with every killer.

    Good survivors will easily counter this playstyle and make the experience miserable for the Singularity player which will discourage most from touching the Singularity again. A bit of auto aim won't change that. Anyone already good with Hux will flourish while others will find their way through perseverance. All in all, Singularity will still be on the low end in terms of pick rate.

  • @Toystory3Monkey said:

    Nothing effectively changed about his ability.

    He got haste basekit, but also lost overclock scaling and that mechanic was what allowed singularity to shutdown loops SO well.

    He still remains very skill dependent killer with lots of interactions in 1v4 and 1v1 and fair counterplay.

    The only thing that's absurd is new soma's family photo. Applying deep wound upon infections is broken. It should at least activate upon teleports or overclock hits.

    Its true that nothing technically changed, but it's hard to refute that he feels SO much better to play. He feels more responsive overall which makes for a more rewarding experience when you do put the skill

  • @SkeletonDance said:

    Singularity's power was always strong but as you said insanely difficult and exhausting to use and VERY map dependent. I think he's fine as now

    Agreed. He's not as hindered anymore, but maps like Larry's are very hard on him since line of sight is constantly cut off, limiting the pods and Hux's ability to stay on the survivor.

  • For the game or just in general? Cross play isn't coming into affect until July 22nd

  • Since they were so keen to adding such specific debuffs and buffs to every killer to create synergy, I don't see why specific killers can't have a unique synergy when picked. Something specific to only them. Double Chucky since it aligns with his lore or Chucky and Tiffany if you have the skins for it. If it makes sense then go for it, but if it doesn't then no harm, no foul.

    I really wish the devil would be better about making individual changes and interactions with killers, rather than always having to make it global.

  • There is unfortunately no other explanation other than cheaters. While it hasn't been a major issue as far as I can tell, it is more common on PC than it is on console.

  • The red stain is extremely important and pivitol to the gameplay and counterplay. Also we've already had a lot of issues with maps being darker, mainly survivors blending in so well that you'll never find them.

  • Didn't expect things to reach this point. How nice.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757765#Comment_3757765

    How do we know these games are outliers, though? For all we know, games that include a DC are almost as common as the ones that don't. Some Survivors will DC just before their third hook or a Killer will DC just before the Survivors get a likely 4E. So these were more or less still "regular" games from start to finish, yet such games won't make it into the statistics and nothing will be learned from them.

    These things happen often enough in my games that I think it would be silly to ignore them. This is why I hope BHVR take a more nuanced look at the stats than it sometimes appears to us and will take into account all games played when making balancing decisions.

    But they do. You didn't even try reading what wrote. It's a seprate thing altogether that isn't part of the main data. Being seprate allows it to be looked at more closely to see why players DC and if it's for a legitimate reason like 45 minute Skull Merchant games or 20 minutes slugged or, was it because someone got tilted at the slightest thing?

  • @tjt85 said:

    I don't understand why BHVR have seemingly decided that nothing can be learned from trials that include a DC.

    You'd think they would be more interested in finding out why such things happen with the regularity that they do and why such a large chunk of their player base is so unhappy.

    I'd be willing to bet that after a string of poorly matched up trials, the chances of players DCing out of frustration increases dramatically (many seem to frame this as a "Survivor problem", but I've seen plenty of Killers do it too). How could BHVR ever discover if this is true or not if they discard every trial with a DC? It's as if they don't see frequent DCing as an accurate reflection of the experience of playing DBD (we all know it is).

    Leaving D/C matches out of kill/escape rate statistics doesn't imply that the matches are disregarded in some trash bin as a whole. The devs are very well aware of the common reasons players quit before the match ends and have stated so. However, a D/C match is an outlier compared to a regular game where no one quits because it's a wildly different situation where most players play completely differently or they don't play at. A 4v1 is now a 3v1 or the survivor automatically won by default because the killer left. It's an entirely seperate thing as a whole which is how it should stay so something can be learned from it, but if it's mixed in with everything else, then not only does it dilute data with outliers, but it then becomes more easy to go unnoticed which can lead to wild conclusions that aren't accurate to what's actually happening.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757593#Comment_3757593

    Yeah to be fair I come from Ghostface as my 'main', so a setup Killer with delayed payoff is what I'm used to. Singularity compared to Ghosty however makes Marked stalks a joke with how much you can get with how little comparative effort is involved.

    With Ghosty it is super macro-intensive, as I have to sneak along edges, track everyone's location, intercept a rescuer to force others off of gens or soak the 2nd hook state, force good pallet drops, and all that to get an Exposed down or stealth hit here and there. With Singularity, I can get a far more micro intensive gameplay, but far far far more macro reward. My first chase can often result in 3-5 good pallets being deleted for the rest of the match, at near no investment compared to Ghosty, but it still takes the continuous mental energy. (Place biopod, shoot Surv 1, TP on Surv 1, force a pallet drop, kick at 1.75 speed, Surv 2 EMPs Surv 1, Tag Surv 2, keep chasing Surv 1, Tag Surv 3 on a gen to force an EMP, get a hit or pallet from Surv 1 not realizing the shrunken TR was from tagging Surv 3 but sticking on Surv 1, finally get the down on Surv 1 and check a few pods to get all Surv locations and know where to go next, then hook Surv 1 where it helps you and hurts them the most.)

    A good Singularity is similar to (and even more effective than) a good Dredge, and you can make all Survivors 'feel' like they are pressured at all times. The key to Singularity is reaching a rhythm or flow state, where all your actions neatly connect into the next action. When you can establish a rhythm, it doesn't feel stressful (for you, and ultra stressful for the Survs), but without enough experience, it is painful.

    I find Ghostface and Dredge to be far more easier in terms of macro play. Keeping track of survivors is easy when they're the only thing you need to keep track of. The game keeps track of marks for you.

    Dredge on the other hand is a comeplete aggression type playstyle. Certainly similar to what you described in terms of finding a flow state, but when comparing the two Singularity is punished more harshly for mistakes. However, both can be the most oppressive killers in the game under the right circumstances. Excluding the obvious like Blight and Nurse.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757241#Comment_3757241

    I mean if you are reliant on the Soma speedboost then that means you fundamentally don't understand the utility of his power. He gets (nearly) a 4x (max stack) Fire Up. That makes all corner pallets a free hit (and since about 30-40% of pallets now are corner pallets, that's a lot of free hits). Secondly you can punish instadrops by soaking the power for a free Spirit Fury.

    Basically Singularity is a macro Killer, and you win by slowing gens by forcing EMP pickups, and whittling down the map resources long before normal. Not only that, Singularity can teleport crossmap with little investment. Not only that, but with add-ons like Scream on un-slipstream, you can keep track of where everyone is, knowing where people will approach from, and being able to intercept them. Even if you run no add-ons, the Survivors are caught in a lose lose with EMP usage. If they follow the chase, you can retag in 2s, and it took them far longer than 8s to grab an EMP and run over. If they use EMPs to prevent macro/crossmap tags+TPs, then you are overwhelming in chase. The real counter to Singularity is having one person always printing EMPs (assuming the Singularity has a modicum of skill), but even then that takes up so much gen time that a powerless M1 Killer can still win if it is effectively a 3v1 the entire game.

    Everyone who wants skill expression should praise Singularity, because you truly utilize skill instead of just bruteforcing hits with near double speed (Nurse Blinks, Spirit Phasing, Blight Rushes, Wesker Dashes, Billy Saws, Oni Dash, etc.).

    I appreciate the advice, I really do. Thinking about a better way to play him certainly helps, though its fundamentally frustrating at times when it feels like you have no power. When making this post, I wasnt preening that Singularity should be easier to play, but more so that his power should feel more rewarding for the intense macro playstyle needed to play him.

  • @Objectively_speaking said:

    Do not play base singularity, you need soma family photo if you even want to play a game and get a hit. BTW without photo your power runs out before you can hit with singularity every single time unless the survivor makes a mistake. If the survivor holds W you will not be able to get a hit in your power.

    That's if you even get the opportunity to slipstream in the first place since most survivors have an emp to get it off immediately. Coordinated survivors ALWAYS have an emp or are ready to emp their teammates alongside the biopods.

  • This seems like a player issue more than a character issue. Most killers generally abandon the chase if it goes on for too long as the value of downing a single survivor is less valuable than putting pressure on gens.

  • @Yharwick said:

    Wouldn't be my exact ordering and I think you're being a little generous to Doc and Dredge but seems like a fine list overall.

    I think Dredge bounces between A+ and C tier depending on the map since he's dependent on lockers. On a good map, he can be an absolute monster with extreme pressure and snowball potential. However, that potential is diminished in certain maps due to poor or nonexistent locker placements.

  • Pretty sure that's normal. It's been like that forever, at least to my memory

  • @YukikoAmi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749041#Comment_3749041

    Right yeah, not dark skinned but there's definitely some tan there. It's just weird to me they all of the sudden decided to make her lighter?

    Weird, yes. I don't think its white washing at all though. That implies purposefully making her lighter for the sake of a white agenda as opposed simply for aesthetic purpose

  • I always had the impression that she was white and pale from the beginning. In the trailer, etc. Tanned at most but not dark skinned.

  • I'm surprised a lot of people here think he's a bad killer with a lot of weaknesses. I know he's m1 but he makes up for it being able to blitz survivors. Even good survivors still get insta-downed and if a survivor is just following you around, it should be kinda easy to lose them or surprise them if they're always at a safe distance.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745678#Comment_3745678

    singularity is overrated by difficulty. nurse/cenobite/artist much harder than him. singularity have to much in his base kit (map presure /teleport/fast pallet break and window vaulting and passive game delay (survivors need to shut down your camera))

    Nurse is one of the easiest killers in the game once you actually get a sense for her power and have decent game sense. Artist just has to drop a crow at a pallet and viola, you're playing like a pro. The only thing difficult about Cenobite is mastering his chain and getting a sense for where the box is when it spawns. He gets free slow down for just existing.

    Singularity has to micro manage and set up. To be effective you need to put in three time as much effort than any other killer just to get the same results.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741715#Comment_3741715

    See that makes more sense, I didn't consider it as a single game example either until you mentioned it.

    But I think what you mentioned is the answer to op then: that sometimes you just lose the game and go next.

    Sometimes you can learn from mistakes and get better, but it doesn't necessarily have to be blaming the game or even focusing on losses.

    When I play survivor I want fun gameplay and chases, and didn't really care if I lose that game.

    Yes. It was a post made in a single game context. I did state that the question was stupid and realistically was only an idle thought. The thing is, is that I don't really get messages and being console don't see the end game chat. I wanted to perhaps know that while trying to play fair, will people still find a way to be bitter? Why bother playing fair when they'll still hate you for something else? Obviously thinking too deeply but it's nice to have a place to put it.

  • Only two games in and immediately I will say dispelling spear feels extremely underwhelming, but aside from that, all of his other abilities have use and coupled with the add-on that reduces the cooldowns by 5 seconds per basic attack, he doesn't feel weak at all.

    Flight of damned while situational, still forces the survivors to crouch and lose a lot of ground, especially in loops where stopping for even a moment means taking a hit.

    That being said, I am wondering if he's too strong in the sense that he creates a lot of moments where there's nothing a survivor can really do. Like mage hand but also with his other abilities aside from dispelling sphere.

  • @TorQueMoD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730750#Comment_3730750

    Sorry, what? I don't see how allowing the killer to hook rather than survivor wiggle free when they're both performing the action at the same time stops them from spamming a button or wearing out their controllers.

    You should be able to wiggle free. It's part of the fun. It's what keeps a chase going and keeps up the intensity for both the killer and survivor. If they didn't want you to wiggle free, why add the mechanic at all. I completely disagree with your statement. I think wiggling free is fun for both parties.

    Fun for both parties? At what point did you forget that there's three other survivors that have to also be chased and five generators that have to be done? If I want to keep up the intensity and keep up the chase, then I'm going to chase another survivor after hooking the one I just downed.

    Time is everything, especially when you reach higher mmr. Generators fly extremely quickly and most experienced killers need to end the chase as fast as possible or drop it and prevent the gens from popping to quickly. You may not care about winning or have no clue what killer is like, but it isn't fun at all having a survivor wiggle out for free without earning it. It certainly is fun for the survivor since running the killer is the most fun part for them, but it's the opposite for killer and the other three are still entitled to their fun as well.

  • @TorQueMoD said:

    Yeah, that one is especially irritating. Once you've wiggle free, it should drop you 100%

    I'm not suggesting they drastically change it, but a slight change would be nice. If you hit all the skill checks, they could reduce the number required to 90% of what it currently is and I'd be happy. And fix the prioritization of hooking over wiggling.

    The reason it's this way is so that people don't break or wear out their controllers/keyboard spamming or shaking a single button. Secondly, you aren't supposed to even really have much chance to wiggle out. The chase already happened and the killer downed you. That's the end of it. A stoke of luck, teamwork or specific perks should be the only thing helping you wiggle out. Nothing else

  • @Nazzzak said:

    I think you answered that question for yourself: "Once it got Halloween as a chapter, there was no stopping them". Being the basis from which anything can be brought in and adapted makes it appeal to a wide range of fan bases. Most of the other similar games are kind of restricted and it can get old. Last week I had a day where my games were literally Wesker, Wraith, Wesker, Wraith, etc, and it got old fast. I think games need to be able to keep you mentally engaged. The frequent updates help and DBD is in a position to constantly bring new content with few limitations.

    Yet a great deal of players were begging for a different game, but any game that offered something different never lasted. There was definitely some really good contenders, yet they just disappeared

  • Horror is subjective. Very subjective, and I think most people who think Venca doesn't belong are those who have no real experience or very little. Based on what I know, to D&D players, Vecna is a horrifying character to go against and that's all matters. Most people are so desensitized that they aren't scared by much of anything and are setting an impossibly high bar.

  • Emps really are the primary issue because it's extremely difficult to properly balance them. If they're too strong then the killer as no power 24/7, yet if they're too weak then Hux becomes one of the most oppressive killers in the entire game.

    I think simple number changes aren't going to do anything and has to be properly addressed some other way.

  • Realistically what needs to be understood that these kinds of players always lose. If they're so focused on trying to bully you, that means gens aren't being done. If one person is trying to do gens, then simply focus and them and repeat the process. Their resources aren't infinite and ultimately they will dieregardless of the kill you're playing

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726782#Comment_3726782

    I was ready to laugh at you but oh my God that exists and it has 7,000 reviews???? I don't understand how it's public domain. Slenderman originated as a series of YouTube shorts.

    It did originate from YouTube. Slenderman and the Slenderman legend came from a contest in which was making creep edited photos. A tall man with a blank face standing in the background of various photos. The creator has since then sold part of his rights for the creation of a game, but given how long ago that was, it's not protected under public domain law which no one has disputed. I suggest doing a bit of deep diving.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724490#Comment_3724490

    I have no idea what you're talking about regarding a remaster. My knowledge of Slenderman begins and ends with marble hornets.

    Decade ago, sure. It's still kind of a toxic IP.

    I'm referring to the very popular game Slenderman and the eight pages which has since then been remastered for the latest engine and consoles/PC. In terms of IP, it's not immediately clear if it even belongs to anyone and is currently under public domain so anyone can use Slenderman as they see fit with no legal consequence.

  • @Ohyakno said:

    Who even owns the rights to Slenderman? I'm not sure they'd wanna touch it after that murder a few years ago.

    The remaster begs to differ available on all platforms. Plus at this point it's been way longer than a few years, a decade at least.

  • This would be incredibly cool to have in the game, though I'm not sure how hard the devs would stick to Hux's identity in making this decision.

    According to lore, Hux is above most if not all human concepts which include a gender identity. He defaults to he/him or it because that's the outside perspective the crew had of Hux, plus the deeper but monotone voice. Simply making it higher pitched though excluding the above would probobly be pretty easy. Maybe I'm just making it a lot more complicated than it really is.

  • I dislike the idea that just because one popular show adopted names and ideas from Dnd, that another medium can't do the same without being judged for trying to be like the show.

    The Vecna in Stranger Things isn't exactly like the one in Dnd, and would, in the end, never be.

    The real Vecna we have now in dbd is the character being depicted in it's truest form, or least as much dbd allows him to be, along with a great deal of references, details, and a map all specific to Dnd.

    I really think you are just nitpicking a bit, though that's not to try and devalue your opinion.

  • @woundcowboy said:

    If it weren’t already clear, the 700th round of gen defense nerfs makes it pretty clear: people don’t understand why killers run gen defense. The base speed of the game is nearly impossible for killer to win against good survivor groups. Nerfing these perks only further incentivizes camping and tunneling, which I guarantee will get worse after this update.

    That's not the issue at all though and it's completely ignoring the existence of killers like Blight, Nurse and Mastermind. High tier killers can get away without running slow down because they're actually strong or in some cases broken enough to end matches quick enough.

    On the other hand we have lower tier killers who are not strong enough. You would have to sweat and make perfect plays to pull off the same results as high tier killers without slowdown.

    So the issue is killers being too weak and too strong with not much middle ground.

  • While a blood point bonus is definitely helpful to newer players, it does very little for everyone else as the current blood point economy, especially around killers, is very abundant. It's not a good enough incentive. The rift somewhat encourages diversity, but at an extremely small scale with little to no impact.

    The devs need to provide an incentive like bloodpoints to encourage newer players to try different characters, but also provide an incentive to veteran players. Whether it be an exp increase or shards or something.

  • @candyiza said:

    I had the same idea about Jeepers Creepers. Like where he might be able to fly, and the map be tall corn fields or the bus where all the students were on. I would definitely love to see him. And the wrong turn would be an awesome map.

    It will unfortunately and fortunately never happen. No one in any industry will touch the IP because the original creator and license holder is a pedophile.

  • While the perk and certain perk builds become an issue when used extremely aggressively, you have to remember one single fact. If you don't tunnel then the perk is absolutely useless and sometimes you'll male entire builds useless simply because you didn't tunnel.

  • @Tyler3 said:

    I'm thinking Skull Merchant, Freddy and maybe The Pig. How about you?

    Freddy and Myers come to the forefront when it comes needing a rework and NEEDING a rework. Freddy's power feels awful in short and is just an Frankenstein of other powers. The king of nightmares deserves something so much better and so much more creative.

    In terms of Myers, however, his power is outdated. Very outdated. Ghostface and other stealth killers already have much stronger and more interesting powers, especially when it comes to the stalking mechanic. Not to mention his broken add-ons which are completely unhealthy for the game.

  • While I understand the frustration you're going through, you are asking the devs to literally kill Wesker. Plus like with Blight, his hug techs are one of the few parts of his kit that require genuine skill expression.

  • Definitely any horror ajecent anime or anything super violent like Guts could potentially be considered for a crossover. Hellsing, Tokyo Ghoul, Parasite and Death Note could also work.

    Of course, mainly for skins. I could see a lot of potential for just about anything

  • @OnryosTapeRentals said:

    Can't speak for anyone else, but I just find him very boring to play.

    Scamper allows you to follow survivors under pallets and around loops until you are guaranteed a hit. Why try anything interesting with his dash (that you have a higher chance of messing up) when you can reliably get a hit by just using scamper to follow survivors in circles?

    Same problem I have with playing Skull Merchant. I feel like he just doesn't require any real skill or input from me beyond the basics.

    This was the case at a certain point but it isn't anymore. You don't get any guaranteed hit using scamper anymore, and if you are in you're getting hits just using scamper currently, then that's on the survivors having no loop skill

  • I know it would be slower to type on console for most people but genuinely there is no reason console should be excluded from after and pre game chat. Even if it's toxic being able to interact at all makes the experience less...lonely?

  • @Shroompy said:

    I think they should do something similar to some FPS' and give console aim assist.

    Its harder to be as precise as M&K, so it would help bridge the gap

    The issue with this is that we are talking about behavior, and while I'm not outright doubting the developers, having them developer aim assist for a game like dbd sounds like a disaster

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