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pseudechis

pseudechis

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  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395564#Comment_2395564

    A resurrection system doesn't have to be a simple respawn. I'm sure there are some ways to make it a bit horrific. Horrific wounds, looking more and more like a zombie with each death, clawing your way out of a grave, a teammate pulling you screaming in pain out of the Entity's claws... If the devs get creative with it it could add to the atmosphere rather than detract.

    Also, in terms of the "horror aspect"... The game is more loop and chase focused than it is horror focused. As is, the horror aspect is pretty awful in that it's barely there. Which is unfortunate, as some of my favorite things in the game are spooky Myers or the way Spirit can surprise an unsuspecting survivor. But Myers surprises a survivor who didn't see him lurking behind a tree, and then... what? He grabs them and puts them on a hook? Only Tombstone Myers can do an outright kill, but then he has a terror radius, the only surprise is the first time he uses his Tombstone mid-chase.

    The survivors get so much information. A more mysterious atmosphere, killers able to actually be more like horror movie nightmares, that'd be great. But with death being so final, you can't do that otherwise it'd be really unfair on survivors. And with the way killers feel like they're racing against the clock, it can be easier to focus on and chase one survivor at a time than to spread it out. Spreading out would up the horror aspect as the killer surprises each survivor. Focusing on one survivor means you get one chance at horror with them and the rest is just chase chase chase.

    In most other horror games, you get to come back and try again after you die. The difference is that those horror games have you up against an AI, which usually becomes easy to predict. The unique thing here is you go up against people, and each person plays differently and requires different tactics. Or at least, different players should each have their own personal style, but this game pushes players to all adopt the same playstyles to reach their win condition, and thus we end up with very repetitive gameplay.

    good points,

    If death wasn't as final you could definitely have far more oppressive killers in terms of their powers.

    However people would still likely complain though as constant dying and respawning to an oppressive killer might be less fun than just getting killed and moving onto the next game.

    I absolutely agree with you about strong scary and varied killers though, everytime a killer gets watered down in the name of balance the horror element of the game suffers. It definitely drives the game toward one optimal play style that is very unthematically repetitive.

  • @Bluerry said:

    ı don't think it is fun with it both playing as killer and against killer it feels like just a waste of time

    I don't really get that idea though. Sure I get that some people may not enjoy the mechanics but to describe it as a waste of time is just a bit odd.

    I mean you still repair gens, avoid the killer, the only real difference is the chases are rather than avoiding hits more breaking line of sight to deny tier progression.

    Its the exact same game, just more tension in the final chases, so I'm not sure how its a waste of time.

    (i'm not having a go I just find that an odd way to describe it).

  • @Jarol said:

    It's fun to use in addition to Jumpscare Myers.

    I love jumpscare to but its so specific a build in how it works, if you get a corn map or some other big open space then you're basically done.

    (or maybe I'm just not very good at it but when I play jumpscare usually I burn an indoor offering with it just to be sure).

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395258#Comment_2395258

    I'm no game designer, so I'm not totally sure. One thing I've seen that I think I'd prefer to hooking is in other games the killer actually kills a player and then that player has to be resurrected. I'd prefer this because I think hooks are boring: kill animations would be way more fun, and usually when a player is dead and waiting they can spectate others, giving them something to do. Or maybe there's something they can do while waiting that's not necessary to win but does earn them points. With kill animations, there's no slugging, so that's one annoyance removed right there. In Haunt Chasers (a very different asymmetrical game), when a player dies they go to one of many graves and only the other chasers, not the ghost, know the name on the grave to look for. That's an interesting way to handle the death/resurrection mechanic. The killer knows the general area to which the survivor(s) will go, but the killer doesn't know which specific grave to just stand and stare at.

    I think there need to be more objectives for survivors to slow the game down and also to make survivor gameplay when the killer isn't chasing them more interactive and fun. If the game is slowed down, however, then the killer's ability to camp and tunnel has to be removed. I don't mean punished but actually made more difficult and less rewarding than it'd be worth to even attempt it. Tunneling a survivor out should not be the best way to slow down the game, anyway.

    Right now, the best way for a survivor to complete their win condition of escaping is to rush through gens and avoid interacting with the killer as much as possible. For killers, the best way to tilt the game in their favor is to make the match a 3v1 as fast as possible. When killers are struggling, camping a survivor on the hook can be an effective way of turning the tables and bringing the other survivors to them. What this means is, for both sides the best way to win is to stop the other side from getting to participate. In other words, the most efficient way to play is to ruin the other side's fun. That sucks.

    Neither side should be able to rush through their objective and give the other no opportunity to participate. This may require more structure to achieve. All four survivors stealthing around trying not to interact with the killer shouldn't be a thing. If the game has more objectives or more structure, then maybe some objectives require stealth and others require bold interaction with the killer, giving both types of players chances to do what they find most fun while the killer doesn't feel like they're not getting to interact and earn points. This may also mean there'd need to be a shared number of lives amongst survivors rather than the individual three-strikes-you're-out system we have right now, but that might require better matchmaking so one potato doesn't equal a total loss for the other three players.

    Sorry, like I said, I'm no game designer. I look at what people complain about and trying to come up with ways to solve those issues, but my ideas are general rather than specific.

    Edit: An idea I forgot to propose as an option is that matches are timed, there are objectives to do, and deaths aren't permanent until maybe the very end of the match. The devs could truly make the game casual and focus on fun rather than players stressing about time management or feeling singled out. Different objectives on different maps as well as environmental kills could also spice things up.

    Its not a bad idea, but I think a respawn mechanic would undermine the finality of death in this game and its that finality which makes it horror.

    There is no coming back so you gotta stay alive if you can.

    I think it would lose something with respawns, like the horror survival element would be heavily diluted and we would have even more in your face loopy loopy rather than avoid the big scary monster gameplay. If they water down the horror this game will suffer as that's the main draw.

  • Maybe a brown addon that creates a reticle kinda like the nurses plaid flannel that lets you see blink target.

    I still kinda suck with nurse but even I don't use the flannel anymore it came in handy at the beginning though.

  • There is nothing wrong with slugging for the 4k.

    Why wouldn't you its extra blood points and its fun to hunt that last person.

    When I get slugged I try and survive by crawling as far away as possible from the point I was slugged, hopefully my team mate will get me up and we might steal a win. Otherwise the bleed out timer is 4mins and that's nothing.

    If the 4mins on the ground is a waste of your time then maybe you need to stop playing video games and get whatever important thing it is that you need to get done... done, moreso if that 4 mins is so vital to your precious use of time.

    (yes I'm being patronizing but that's how stupid people sound when they complain about bleeding out, your time can't be that valuable you are using it to play a computer game!)

    Slugging is part of the game and folks should just play how they want to play. You wanna lets us all bleed out well then I'm gonna bleed out in style.

    For all those people saying "I never do X because its not fun and I'm a benevolent gamer who always thinks of others etc etc," then all I can say is... (pause for dramatic effect)

    The Mother Teresa Awards for benevolent gaming are coming up in August, you have to provide you own cross and nails to hammer yourself onto though.

  • @GoshJosh said:

    As the killer maybe. For me as a solo survivor, sucks when my teammate is the Meg teabagging Myers to his face.

    But that's not Myers' fault. That's Meg's fault.

  • I never complain about immersive play.

    Survivors should be hiding, cowering and sneaking around the map. Killers are meant to be scary.

    When survivors get immersive, I take it to mean I've done my job and they are suitably scared.

    I prefer thematic play nothing worse than an in your face survivor who knows how to exploit the tiniest mechanic to drag out chases and waste time. Usually these people follow you, taunt you and flash light click which only ruins the immersion further.

    All you have to do as killer is ignore them and they'll typically apply free pressure to their own team by following you and taunting rather than doing their objective so it kinda sucks for everyone. It blows to be on their team because they aren't really contributing and it blows to play against them because they kinda break the immersion.

  • I'd be up for an X-files chapter with Mulder and Scully as survivors, but who would be the killer?

    Eugene Victor Tombs

    The Fluke man

    Donny Pfaster - this would be really creepy, maybe a bit too creepy.

  • They were always a lil buggy but I thought there was a fix in place at least a temporary one. No biggie can't say I rely on grabs much anyway but it got stuck in the grab animation a couple of times tonight even when not going for a grab.

  • I wouldn't say its toxic but its not very eventful.

    I find the looping element of this game tedious as well. In fact running around the same rock 3 times is just really stupid as a game mechanic but hey its where we are at.

    My take on that is find a killer that works for you. I basically only play general Hag, basement trapper and infinite tombstone myers. I don't chase anyone anymore.

    Every survivor either winds up in my locked down basement or insta dead if I catch em and its really fun to do.

    If you don't like the chase find a killer that doesn't have to.

    Sometimes it fails and everyone gets away but that doesn't matter its only a game. Sometimes it works and then its really sinister, thematic and makes for a brutal game.

  • @CremelloJoJo said:

    If they did that, no-one would ever play public matches again.

    That's just not true. The online gaming community is often so hardcore about playing against other people, rather than just bots, that even the mere mention of a solo play mode seems to get people all riled up.

    I'm sure there is a more than substantial player base who would rather vs other people than bots.

    Many PVP/MMO themed games have a solo mode and it hasn't harmed the online numbers at all.

    I like a solo play element because frankly sometimes the online experience is terrible.

    I really hope they implement a custom game mode with bots, you'd only have access to content you already owned and you could set difficulty with some simple behavioral sliders. (Aggressive/defensive killer, bold/fearful survivors etc).

    I really enjoy DBD but I go through spikes and dips in motivation to play usually based on the quality of game experience. Lately its been really low so haven't played in a while. Part of that game experience is how often you deal with people who are just unpleasant to game with (which can be really often).

    A great solution is solo play.

    I don't really play this game competitively, I play to recreate the thematic feel of being in a classic horror movie, even as the antagonist if I choose, which is awesome as so few games permit that.

    Many gamers relish in beating their online opponents and that's great for them (play the way you want to play I say), but I don't really care about that and I'm sure plenty of people don't and would probably appreciate a solo play mode.

    Having a solo play mode would definitely increase my game time, both offline and online, as bots can get boring so you always find yourself hitting up online games eventfully. Its just nice to have the option.

  • @funkymonkey said:

    It has been really bad on ps4 since nemesis came out. Has been slightly better on other killers but often any killer interaction gives massive lag spikes. When I have used dead hard for distance, I have ended up behind the killer chasing them...........

    Is crazy bad right now.

    I've had that too. Best one yet though was a pallet drop that stunned me and they got hit then we both ported to either side of the pallet essentially switching sides. We just shook our heads at each other and went our separate ways.

    In then end they dropped every pallet and then finished the gens and escaped while I just went around breaking stuff for points it was unplayable yet strangely community building.

  • "Killers just need to git gud and stop complaining as SWF and keys are fine!"

    at the same time...

    "But Nerf all the killers that survivors complain about because they are to powerful!"

    You can't get bait this cheap even at the fish & tackle shop.

    Please don't give a serious answer as the OP is either a troll or a moron (likely both) and that's just unhealthy for the game no matter what side you play.

    Feel free to say whatever you like about this post I just call it like I see it.

  • so much hyperbole.

    I think you'll find the "Tunneling is worse than ever!" statement is more likely "I get angry when I feel tunneled and I'm always angriest after being tunneled and so its always worse than ever because I'm angriest about it now!".

    My game experience is no different than it was last week or the week before that, maybe a slight uptick in players that seem less experienced and a longer wait time for killer but a big DLC just dropped and there is an event on, you'd expect both those things.

    The only quantifiable gripe is the stutter and lag which seems really bad at the moment and makes me want to pause playing till things improve. People should be focusing on that as its a fixable performance issue affecting a number of players.

  • Yeah that's many peoples experience on all platforms during the event so far. There is a feedback thread dedicated to it on the forums. Who knows when it will be fixed but I've called it till things are working again.

  • All the camp and tunnel posts ffs.

    Killer queues are likely longer as they just released a new killer from a popular franchise, so we have new players playing killer, completionist players leveling the new killer and old players returning to try the new killer etc etc.

    Then add an event...

    Folks are trying to get crowns for all toons.

    During an event you can generally farm up more BP's on the killer side so many players switch to killer, even if they don't often play it, to get extra BP's and shorten the grind and unlock stuff on their less used role.

    So more new players, more returning players, more player switching roles. probably to killer but that's an assumption.

    Now if you have a large input of new players and players who religiously main survivor most of the time jumping on killers for BP's, tomes, crowns during the event, you would expect to see a spike in poorer play.

    I'd say half the time if you are being camped by a killer or hard tunneled its because you are playing someone who typically doesn't play the killer role and is struggling to get any kind of value from their event BPs.

    This isn't a killer community vs survivor community thing, in fact that kind of partisan thinking is BS, as only truly stupid people align themselves with one thing and then rigidly blame all else for the ills of the world.

    There's more players from one source or another and more players means more bad players in general.

    I would say given the human tendency to exaggerate, especially when making an argument tied to emotion, and that much of the player base has the emotional maturity of a 5 year old, that the reports of tunneling and camping are greatly exaggerated purely due to sore loser'ism.

    I've encountered very little of it as survivor so far. Most of it was justified because I either...

    1. Ran the killer for half the match and when they finally got me they hung out to secure the one kill/get extra hooks from altruistic teams.
    2. I got downed again because some fool unhooked me in the face of the killer and then sprinted off.
    3. Got hooked in the endgame and well... again you might as well secure that kill, the gates are probably 99'd if not already open there is no value in leaving that hook. Not when it means survivors will come to you, probably fully healed so if you want that kill you better down the one just unhooked or you end up with 2x injured escapes over 1 kill, totally justifiable and to be expected.


  • @BrodieDBD said:

    I hate when people say just do the totems because if you go around cleansing them all, 1 - you might not even make it to end game, and 2 - they might not even have noed, so you've just wasted a lot of time with the fear of 1 perk.

    That's the idea. Its something else for the survivors to be doing. That time may pay off or it may not. If you die a lot to NOED then perhaps invest some more time cleansing totems.

    I often stumble across a totem between gens and take the few seconds to clear it because its BP's and time well spent if NOED is in play.

    So much of this game is about distracting the opponent from their objective, this is one designed to distract survivors from their objective.

    Its well balanced too, as its a perk slot lost till the endgame, meaning you have played the game to its fullest before you even get any benefit. Its cleansed very easily if survivors are taking the very minor amount of time it takes to clear a totem when they find it. Often only swings games to a 4k if survivors are stupidly running into it or making very high risk plays in the endgame.

    Its the team's job to clear bones, if you have cleared some, repaired gens and done your job and still NOED procs, its up to you to weigh the cost/benefit of making risky saves and plays while exposed against whether or not the team did their job.

  • @EvilJoshy said:

    The thing I hate about hag traps is if I am using SB or lithe as a trap goes off. The camera jerks me to face the trap and because I am sprinting, it often causes me to run into the hag.

    That's the idea. You place hag traps well and you'll disrupt survivors.

  • If you are ranting about a silly game online your time can't be that valuable.

  • @Threa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2335660#Comment_2335660

    What are some good methods to do this as a killer main? Preferably in a way that is still fun for both parties and isn't abusing the system.

    I'm new to the game and just hit rank 13 and I'm experiencing so many DC's. I feel bad for the remaining survivors but I am struggling to decide if I should play normally, go easy, or find some kind of in-between.

    Did you start recently, they have disabled DC penalties lately, I'm not sure of the exact timeline as I only play sporadically these days, but anytime they do, it becomes a DC fest.

    The game is also currently very buggy due to the recent update and many DC's may not be rage quits but rather glitches or people just getting stuck. For those that intentionally DC then nothing you can do will stop them other than just letting them win like they were some giant baby.

    There is virtually no way to guarantee fun for the other party, because you'll find that often no matter what you do as a player someone will be upset about it. Also playing "nice" usually means playing inefficiently or poorly, to the benefit of your opponents, which most times will get you the "you suck" "GGEZ" taunts at the end, this is more common than not.

    I find when people DC most times you either can farm or get it over quickly. People seem to prefer the latter as many complain about farming. So if you get DC just end it quick, report the DC, say "bummer about the DC good luck next game" and move on.

  • I often found the giant sore loser, take the game to serious, super competitive no fun crowd came out en masse around the mid purples and tended to persist heavily up until about rank 3. Rank 2-1 was a mixed bag.

    Stay in the greens, its where I sit these days, this game shines there. I get sad when I double pip.

  • @justbecause said:

    Neither are survivors yet if u scroll down the forum you'll see nerf this perk nerf that, nerf gen speed, nerf survivors, holding w is too op and non counterable etc etc this goes for both sides and i do agree with your statement just i would add for both sides same treatment not just killers

    I think it stems from the fact that just by virtue of numbers you cop a lot more abuse when you play killer. I'd say as survivor I see a sore loser killer maybe 1-3 in 10 matches, I'd say I have sore loser survivors probably 6-8 of 10 matches.

    (I'm lumping sore losers and bad winners under the one moniker here, as folks who gloat when they win are likely to chuck a tantrum when they lose).

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2335497#Comment_2335497

    It takes like 5 seconds of stalking to get to tier 3 and literally remove someone from the game with tombstone piece. Stalking isn't that hard lmao you just respect every pallet and press M2 when people either leave a loop or commit to a vault or pallet vault it's really not as difficult as you think it is.

    I think the point is that tier 3 takes effort. It can be played around. If good survivors are doing a good job of breaking line of sight and keeping away from you, then you have to play the angles and get them in th eopen to stalk.

    Tuft plus tombstone and it can require fully draining nearly 3 survivors before it goes off. There is a lot of counter to it, typically if you get to tier 3 Myers at 3-4 gens up, then the survivors have screwed up bad.

  • Keys are kind of meh to me as they don't really add anything thematic to the game. They are just an easy escape.

    I miss the old mori's, as killers are meant to be scary and with the old mori they were.

    Maybe the MMR system will fix this again but until its out there is something missing from a horror survival game were the antagonist killer is often more scared of the survivors than the survivors are of the big scary monster trying to kill them.

    Something has been lost.

    (I'm well aware from a competitive gaming perspective moris could be used to burn an oponent out of the game in under 2 mins, which made them problematic. It never bothered me though as it was thematic to get mori'd. A killer with an old mori was scary as it should be Mori's were so strong even lackluster killers could be scary with them and that was fine with me, nothing worse than a game were the killer gets 1-2 hooks and then everyone just leaves. That's not survival horror, in fact I don't really know what that is).

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2330421#Comment_2330421

    I kinda like it.

    Then again I liked the Resident Evil title screen.

    I wish we can get to choose and customize our lobbies.

    Hey each to their own.


    I agree with you about being able to choose a dlc that you like as an option though.

  • @Heartbound said:

    It's a homage to the Resident Evil games that say "Resident Evil" when you boot them up.

    It'll be gone next chapter, don't worry.

    I get that but it wasn't really necessary in the RE games either.

  • @Nemmy_Wemmy said:

    What was the build exactly? I only took away corrupt and lightborn from the post.

    I enjoy lightborn myself, it's funny seeing them try and fail over and over, nets a decent amount of hits especially those that try to stun at pallets. Not amazing but I enjoy not being a meta slave always.

    Never really thought of it on Myers, but yeah stalking flashlight users can be annoying at times so I see the synergy

    Lightborn, corrupt, save the best for last and brutal strength.

    Tuft of hair and tombstone, 100% xp bonus offering. Apart from corrupt, lightborn was the only perk I really used as I only chewed through a couple of pallets given how the survivors were playing.

  • Doesn't bonus xp gifted from events go over the BP cap.

    If they gifted you 1million as "compensation" you would then have 2 million to spend if you were already capped.

  • Isn't the skin the prestige award?

    What more do people want?

    If you spend hours playing a game and think somehow that is a great feat and makes you deserving of something more, then frankly you're a fool.

  • I don't do it as survivor and I don't really like it as killer.

    Often I'm maxed out on chase points anyway so there is no point going there, secondly its often typical that people are just there to taunt and then flee before you get he hit anyway so why bother. More points can usually be earned breaking stuff, using your power for the BP's if not maxed.

  • Yeah been getting a bit of that as killer definitely whiffing a few shots because of it.

    They are aware of it.

  • Yeah I thought the last reports were that the lawsuit was settled, as to the outcome I have no idea can't say I'm really following it so could be wrong.

    edit: of course just because the lawsuit has been settled doesn't mean the IP has been made available... one step at a time I guess.

  • He's iconic and should definitely be added if possible. While there are many skins I'd like to see classic Jason over zombie Jason as the main.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318853#Comment_2318853

    Devs can use heterosexual relationships just fine without making it a personality (except Frank and Julie let's ignore them) so idk why everyone brings up the possibility of an lgbt+ character, especially one in a same-Sex relationship, being written like that

    Because that's often how its used and portrayed. Its also what a large portion of the population kind of expect (a sad truth but a truth none the less).

    Just look at the trickster, we have a flamboyant, limp wristed, pretty boy running goofily around the map throwing sparkle daggers. The first string of posts and a constant ongoing theme about him right up to release (and after) was his sexuality, based purely on the aforementioned terrible cliché design. Ergo he must be gay because he conforms to a terrible stereotype about gay people.

    That's not representation and the fact he isn't gay is about the only redeeming feature of his design, otherwise he'd be truly irksome rather than just generally terrible.

    To avoid this the sexuality of a character would be a note in the tome backstory, otherwise you risk reinforcing a negative stereotype. I can see why it hasn't been implemented yet because not matter what you do you're gonna piss off somebody. Given how people can take even the most mild of offense to the extreme these days it can snowball into all kinds of BS down the line.

    I have only played sporadically lately did they end up releasing the pride charm? Its a token gesture like most online gestures, but at least its a start, wherein you can say "I support people's right to love who they choose without persecution even in this largely inconsequential online game".

  • none of the above.

    Sadly when people say balance they usually mean "changes that benefit my gameplay".

    DBD is asymmetric, its kinda meant to fall in the killers favor as a non-threatening antagonist is just dull. Games are most fun when you have to flee from the killer, they are least fun when you just waist the killers time because that's best practice.

    The more "balanced" the game becomes the more we have the latter, which is dull for all involved.

  • Yeah it gives me some high hopes for future custom games with bots.

    If they could only hit a skill check they could be competitive.

    in Bots Comment by pseudechis
  • The problem with DBD is that the counter play has no counter play so you end up just counting the plays and it becomes game of play counter. Its a vicious cycle.

  • @Mr_K said:

    Are we forgetting Trickster? Or are we pretending that didn't happen still?

    I think trickster is relegated to the Jar Jar Binks pit of forgotten despair.

    I don't recall it ever happening and I'm happier for it.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/258126/i-like-the-zombies

    Agreed on all fronts. He's pretty well balanced, not too OP and not too weak. He does need a little tweaking here and there, like you said the speed boost with the infection hit is a bit of a problem that has to be looked at. But otherwise I like him and the zombies. The zombies are very RNG dependent and depending on which map you're on will determine how much value they give. On a huge map like Mother's, they barely give anything. But on a small map, especially Hawkins, omg they are just downright busted. The Thing hallways in that map make it so that if you see a zombie you have to either take another route or waste a pallet/flashlight on the zombie. Overall I'm happy with him, he's been a lot of fun to play.

    Yeah there are a lot of complaints about nemesis too but I think he's in an ok place.

    The main thing is tier 3 mutation doesn't really add anything so why bother doing it? Especially when survivors get to sprint away after the infection hit.

    Think Myers, yeah you let a lot of people escape while stalking but once you hit tier 3 you become a terrifying killer to contend with, it justifies the time it takes to obtain.

    With nemesis I see people just m1'ing because the alternative takes to much time to achieve. Its a tricky one but he's still really new so I'll hold any real thoughts till I've played more.

    Its still an indescribably better DLC release than trickster but that's some low hanging fruit, trickster is a bad joke.

  • Its a known bug, there is a post about it in the bug reports.

    I'm pretty sure no items or perks are lost, your current loadout just gets reset and you have to put your perks back in the slots and select your outfit again.

  • It was pretty clearly stated that the PTB was just a test of new upgrades to the tutorial using bots. The starter tutorial in its original form was only ever Dwight and Trapper with some basic here's how to fix/kick a gen and hook/unhook a survivor etc etc. The fact that there is now a mini game is now kinda great.

    Its a definite step up and I hope its a precursor to custom game bots with difficulty scales or behavioural scales for both killer and survivor.

  • Did you lose any content you have bought or unlocked?

    If yes, then that is an issue to be reported...

    If no, then the mild inconvenience of having to play virtual dress up and choose perks again really isn't a disaster worthy of note.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2219114#Comment_2219114

    I am getting better as a survivor and playing 😂...I did say I was going to rant why click on the link good sir🙄


    Ah so you are just a troll, that's a shame.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217463#Comment_2217463

    Cruel? Been dumb enough to keep playing killer after ranking to green ranks and getting red ranks constantly. Been trolled at least half of those games so why not pay it forward if there isn't a casual mode not my fault...just playing with what is given to me🤣

    So you are angry at red rank survivors for being abusive to you as killer and your solution to this is to go and abuse other killer players in the same way and that's "paying it forward" as you put it.

    You're not cruel, you're childish, and not ready to play competitive games with others.

    We all know that one guy we don't invite to boardgame night because they are an insufferable bad sport, tantrum thrower and sore loser, don't be that guy. Nobody likes that guy.

  • I got tired of the constant stream of vitriolic hate I was receiving just because I beat someone in a computer game.

    I now play only a couple of games every now and then as this community is tiresome to play with.

    AI solo mode plz plz plz.

  • The problem is that once you have a good grasp of mechanics it turns out killers are actually rather weak compared to a group of organised survivors.

    Unless you know all the tricks and can squeeze every last drop out of game mechanics, then its not that hard for survivors to run circles around newer/more casual killers. They then lose all fear of the killer and typically get obnoxious and in your face about it.

    At that point the thematic fun of playing killer nose dives and it becomes an e-sports loop simulator rather than a horror survival game.

    At lower levels this game shines because any killer can be powerful, its generally scary because survivors are less efficient, making it the game its meant to be. At high levels it falls apart as the power shifts toward the survivors over the killer. These same players then scream constantly for nerfs in the name of balance not seeming to understand the whole point of asymmetric play is that it isn't balanced, that's where the threat comes from.

    Why would I watch a horror film where the big scary monster is completely incapable of being a threat to the cast, same goes for this game.

    My advice is stay in the yellow and green ranks as best you can and just have fun there.


    Edit: you will still get mismatched games but you just eat those for what they are and ignore all the taunting its not worth your time. If you hang low enough you'll get a few fun games a session and can then call it.

  • This is one thing that made me bummed out about the whole thing.

    Mori's where never "toxic" (neither are keys).

    They were overpowered and it allowed you to focus on a particular survivor and get them out so early that it became a much easier game, but that is a flawed mechanic not a toxic problem. Same goes for keys.

    They were/are from a gameplay perspective an amazing tool.

    But these amazing tools are so strong that the people on the recieving end can't help but feel a bit cheated by them. This breeds resentment and the resentment comes to the forums and maifests as angry hate posts, vicious arguing, players who claim they go out of their way to grief players who bring these things and ruin their game because somehow that's justified (<-this is actual toxicity).

    So the toxic players who can't deal with these things slap the toxic moniker onto them and it begins to stick. To hear the devs do this is disapointing. I'd expect that kind of thing from crappy players but from the devs... ugh, shame.

    Admit you made it a bit to strong and look at ways to tone it down and do it consecutively so one half of the player base don't feel shafted by the changes.

    Keys I don't really care about as I don't tend to use them and if everyone gets out with one then who cares, killer queues are instant.

    Moris I miss, I miss using them as killer for an easier out but mostly I miss them as survivor, as they made the killer truely scary. You really didn't want to get caught when a mori was floating about, can't recall the last time I found the killer scary as survivor, new mori or not.

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