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tjt85

tjt85

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tjt85
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  • Awesome! Those Legion Pumpkins are going to be my next badge for sure.

  • @IlliterateGenocide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013673#Comment_4013673

    but your making his point stronger, you are still making that "silly meme build" stronger even with a heal slapped on top

    I guess so. I bring a med-kit mostly so that I'm not a total liability to the team (though sometimes I will bring Plot Twist instead).

    I just think it's funny that some Survivors will make the wrong assumptions about my build when they see that I have an item or I don't. A typical "serious" no item build of mine (e.g. Resilience/Botany/Self-Care/Sprint Burst) is undoubtedly stronger than any of my silly meme builds. But if I'm carrying an item, there's a very good chance I'll be hopping into lockers all the time with my locker Dweet build (Lucky Star/Built To Last/Quick & Quiet/Head On) and not taking things all that seriously.

  • Be careful what you wish for, some of us only bring an item when we're running a silly meme build (a med-kit so I can guarantee at least 1 self heal, if you're wondering).

    But don't worry, my pebble plays are gonna carry the team. Trust me.

  • Since their nerfs, I've only ever seen newer Survivors that obviously don't play Killer use these things (if they played Killer at all, they'd know how utterly useless they can be at obscuring the Killer's view on certain maps).

    They should've been strong if limited to 2 charges or have some key aspect be weaker if rechargeable. But instead, we got an item that's weak, has only 2 charges and still needs to recharge between uses. Without a doubt they are the worst item in the game. I'd be annoyed about the hundreds of Fog Vials that I've already been forced to buy in my Survivor bloodwebs if I was a die hard item enjoyer.

  • Easily The Legion's. It sounds so devious and sneaky and I love the way the instrumentation slowly builds as they get closer. Makes me want to stay in their terror radius, which is exactly what you shouldn't do against a Legion. The only downside to playing as them is that you don't get to hear it :(

    Clown's, Demogorgon's and Trickster's all rank very highly for me as well.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013280#Comment_4013280

    Yes! Natively:

    We appreciate all the feedback on the Reverence Rift and the upcoming Halloween Event, and we'd like to keep the conversation open about our plans going forward.

     After changes with our production partners temporarily halting development of recolored outfits, we brought Deep Rift items earlier in the Premium Track as well as rebalanced the Charms & Player Cards in the Free & Premium tracks to compensate, resulting in an increased disparity between the two.

     We understand the value that the Rift brings our players & the importance of a rewarding experience, so starting with the next Rift, in addition to bringing back recolored outfits, we will be making adjustments to strike a better balance between the tracks.

    I sure hope so. If I were a new player joining the game with this Rift and only had access to the free characters, there's not a single free skin that I could unlock for any of my characters this rift (aside from Adam's community skin if you bought the game on Switch).

    You guys are usually generous enough to put at least one recoloured skin for a base game Survivor/Killer in the free track and I hope that practice makes a return in the next rift.

  • I think the base game alone is still pretty good value, especially if you buy it on sale during an event. Even if I'd only gotten 100 hours of enjoyment out of DBD before deciding the grind and steep learning curve was too much for me to persevere with, I would have considered it money well spent.

    I think that's probably the best way to enjoy DBD, to be honest. Never get too invested in the game and you'll have a good time. It's when you've put money down and spent hundreds of hours playing that the game's many flaws really start to grind you down and burn you out. I also got super obsessed with DBD for my first few months of playing, so that probably "helped" keep me around too. I know we talk a lot about the current poor state of the game here, but I genuinely think it's still in a better state than when I first started playing and OG Skull Merchant was the latest Killer.

    I enjoy DBD in moderation now by playing only a few times a week. There's not much beyond getting Meg to P100 that I care to grind for these days, anyway.

  • Purely from a visual standpoint, The Skull Merchant already looks like a MK character. They could probably do some pretty cool things with her drones, game play wise.

    Otherwise I would say Spirit and Oni are the obvious choices, although it would be a little strange to see them punching and kicking their opponents. That said, I'm not super familiar with the more recent Mortal Kombat games (this old timer thinks the series peaked with the second game).

  • I don't know if the extra pallets are the only reason for this, but my Kill rate had gone through the floor recently at just under 40% (despite my hook rate staying pretty much the same). I think there are probably other things happening, like my usual opponents taking a break from the game, but the extra pallets definitely aren't helping me.

    On the other hand, I've never seen my Survivor escape rate so high (it's currently at 56.67%. I'm no god looper btw, just an average SoloQ player. Part of that escape rate is down to super chill Killers playing on Switch, but still…)

    Is this a result of a partial attempt to 2v8ify the regular mode? It might have been balanced for most players with the Killer buffs that were proposed also in place (base-kit BBQ and mini pop), but we'll never know because almost everything else this patch was put on the back burner. I doubt the very low MMR can make the best use of all the extra pallets but more experienced Survivors are certainly getting a fair amount of value. DBD is such a hard game to balance. I think keeping low and high MMR players happy at the same time is more or less impossible, especially if we all have to adopt the same chase orientated playstyle of looping above all else.

  • I don't like to be negative but… Yikes. The premium skins are not to my taste, but there's nothing unusual about that for me. The rifts frequently have stuff that's way too ostentatious for my Survivors, but I do like a Killer skin that's a bit out there and those I think are kinda neat.

    But the free track is the emptiest I've ever seen it! Pretty much just the community skins that we still have to grind for (though I do think they look cool) and almost nothing else. More evidence that BHVR are spreading themselves way too thin to keep up with their new release schedule. The rift is so ungenerous it's giving me f2p vibes. Hopefully the Halloween event will have more rewards for us to log in for.

  • I think the regular 1V4 queue has become DBD's de facto ranked queue, to be honest. I know that whenever I have the opportunity to play any mode other than regular DBD, I take it (besides Lights Out because I didn't enjoy it that much). I'm guessing most others that play more casually do the same. Most streamers that I've watched tend to play very little of the alternative game modes when they're live because they attract more casual players and are less competitive by design.

    I think BHVR would be better off introducing a permanent casual mode instead that restricts some of the play styles most casual players dislike going up against. That could be a fully randomised Chaos Shuffle mode with an anti-tunnel and anti-slugging system in place.

  • I've posted these elsewhere before, but here they are again anyway:

    legionstats.png

    My Killer stats are overall kinda embarrassing. I'm not the best at Killer, nor do I really bother to proxy camp, slug or tunnel that much because I don't enjoy doing those things. I mostly play for fun, with hooks and chases being the priority. My "best" Killer is Trapper at a 52.93% Kill rate.

    megstats.png

    My Survivor stats are slightly below average (35.59% escape rate), but I do often go for risky end game plays and make the odd silly decision, so I would probably hit 40% if I played a bit more cautiously. My best performing Survivor is Thalita at a 38.32% escape rate. I put that down to her booty shorts getting me a merciful hatch escape more often than not!

  • @BOFH said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010845#Comment_4010845

    If a survivor is having a string of frustrating games, then they need to stop playing, not keep queueing and ruining the game for others. That's just pure selfishness and entitlement.

    The way this problem gets resolved is by forcing players who disconnect to take a break immediately, not entitling them to three free disconnects each day.

    If they have bad internet, then an immediate 10-minute timeout forces them to wait out any connection issues and troubleshoot any problems.

    If they ragequit a match, then an immediate 10-minute timeout forces them to take a moment to breathe and calm down, or maybe even makes them close the game entirely and find something else to do for the evening.

    Either way, the problem of them ruining matches is resolved.

    Also, there's a cascading effect to this in both directions.

    Survivors feeling entitled to three disconnects every day means there are a lot more survivors having a string of bad games, which leads to more survivors cashing in on their free disconnects, which means there are a lot more survivors having a string of bad games…

    On the other hand, if BHVR would implement a mandatory 10-minute minimum timeout for anyone who disconnects for any reason other than a server crash, then it would mean a lot fewer survivors ragequitting, leading to fewer survivors having a string of bad games, leading to fewer survivors ragequitting…

    Should frustrated players take a break? Of course they should. But DBD can be an addiction and some players play way past the point they should have stopped. The temptation is always there to have one "last" game in the hope that it will be a good one and when it isn't, they finally crack and hit that DC button or they close the game.

    It's not just Survivor players either. Killers DC too, it just seems like less of a problem because the game simply ends. The rest of the players are not stuck playing out a dead trial and can all queue up for their next game. I wouldn't be opposed to a system where if a Survivor DCs very early on, the game boots everyone back to the lobby to queue up again (I think Marvel Rivals has a similar system).

    For what it's worth, I think the changes have made giving up and DCing a lot less common than it was. But there still isn't much incentive for Survivors to play out lost games (beyond a tiny quitter BP bonus). Especially not since the finisher mori and slugging for the 4K effectively deleted hatch from the game. Maybe BHVR could award players with a small amount of iri shards or an XP bonus for sticking it out through those tough matches where there's been a DC or an obvious difference in MMR. My issue with the system is that it's pretty much all stick and no carrot. In contrast to the anti-tunnel system, which did have a fair amount of incentive not to tunnel baked into it with base-kit mini pop and BBQ.

    Using punishment alone will only get you so far. BHVR have to make playing out those tougher games more worthwhile / less frustrating and for alternative play styles to be more viable or else I don't think the go next problem will ever go away. Recently, it's felt like they've been doing the opposite of all of those things.

    I'm willing to bet DBD has one of the worst new player retentions of any online live service game. I'm certain that strategies like tunelling, slugging and proxy camping are pushing newer players away from the game, so the playerbase never really grows. So we never have the base to support the alternative modes that casual players seem to enjoy more (Chaos Shuffle & 2V8) and we're all stuck together playing the main mode most of the time. BHVR have really shot themselves in the foot here by forcing people to play out terrible games without addressing any of the reasons why some games end up being a misery. You can call it entitlement if you want, but I tend to think that players should reasonably expect a good time when they boot up a video game. There are things about DBD that are definitely not a good time to a lot of players.

    Side note: I main the Legion, a Killer that I know a lot of Survivors don't enjoy playing against. With the knowledge of that always in my mind, I tend to avoid leaning too much into strategies that I know can be frustrating for Survivors. Of course I will still get the odd DC, but I get a lot less than you might imagine for playing such a unloved Killer and I think that's mostly down to my playstyle. I shouldn't have to play a certain way of course, but it is up to BHVR to set the tone for trials and make sure that both sides are having fun and I'm not sure they're hitting that target at the moment.

    in DC Comment by tjt85
  • People forget that players usually DC after a string of frustrating games. You didn't see their games before they loaded into yours to DC for "no real reason". Frustration builds over time until it eventually boils over.

    It also doesn't help that BHVR dangled a potential solution to tunnelling and slugging in front of Survivors this patch, only to quickly snatch it away. All because a vocal part of the Killer community complained since they wanted to keep doing those things with impunity.

    They also buffed up The Krasue for her release, a top tier tunnelling Killer that has barely any counter play alongside nerfing one of the best free anti-tunnel perks in the game. BHVR have made some questionable choices of late, but that last one could not have been more out of touch. There are also haste Clowns and Ghouls still running around on top of all the usual frustrations to add to all that.

    So no, I'm not going to be too judgemental if my fellow Survivors sometimes don't feel like sticking around right now. This has not been a good patch for the Survivor side of the game.

    in DC Comment by tjt85
  • @KeefCheif said:

    Not complaining because my matches have been sooooooooooo much better lately because of this, but I've noticed that I've only been getting matched with other switch players for the past few days. Does anyone know why? The cross play setting is locked as enabled on switch so I couldn't even turn it off if I wanted to (which I would because I would love to make this permanent).

    If you're not aware yet, Switch players are currently locked out of cross play because we haven't had the latest bug fix patch yet. Our patches will in future drop as a second combined bug fix patch, which means we'll be locked out of cross play with the other platforms for about a week or so at times.

    Btw, I've also been enjoying playing in Switch only lobbies. Trials feel a lot more fair for both sides.

  • @Shirtless_Myers said:

    A blessing in disguise for Switch gamers with the Pay to Win slop they pushed with Sinister Grace's Krasue.

    I actually played against a Nintendo Switch Krasue today (we all died, but partly because my team was kinda clueless).

    Obviously it sucks for people who want to play with friends on other platforms. I might be alone here, but I'm actually really enjoying being in Nintendo Switch purgatory. The match making can be pretty wild because there are fewer players, but overall my games have still been a lot more fun. The fact that we all have to struggle with the same frame rate and technical issues makes the games feel more fair. Few players take the matches ultra seriously in the way that players on other platforms do, since you know, we're all playing struggle DBD on the Switch. Plus, I have more opportunities to see that jumbo tambourine bug in action (not seen a Vecna yet, though).

    I'll jump back over to PC when the Switch version is finally patched, but for now I'm enjoying the relatively chill games I've been having over there.

  • I managed to get to step 5 or 6 on most of the milestones (my best is step 7 for generators damaged).

    I find it kinda crazy that I've completed all but 2 rift quests and that still isn't enough to get me to the very end of the deep rift. I'm not too bothered this time around, since the rift cosmetics weren't my cup of tea anyway and they're only recolours. But if not being able to finish the rift becomes the norm for me, I probably won't be buying the rift in future. I tend to unlock everything before I pull the trigger on getting it or not.

  • Survivor morale is pretty low at the moment. The current excess of slugging and tunnelling, coupled with a very strong new Killer and the fact that BHVR bottled it with the promised anti-tunnel and anti-slugging update, is probably pushing your usual Survivor opponents away from the game. I think only the most dedicated and skilled Solo and SWF Survivors are playing right now.

    If it makes you feel any better, I can't win my Killer games right now either.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008358#Comment_4008358

    Even if the Killer isn't afk, they can't be everywhere at once, contrary to what some Survivor players seem to believe. Doing gens is how you win, you're always going to be spending a considerable amount of time just standing in place and holding M1.

    If you want to argue that Survivors have more down time because they're often sat at a gen, then that's fair. You do (hopefully) have teammates who realise they need to spread the burden of doing objectives like saving, healing, wasting the Killer's time and yes, doing gens. But unless you play a high mobility Killer, it's not as if Killers don't also spend a fair amount of time patrolling gens, proxying hooks, searching for Survivors or just generally moving from A to B. That grunt work is the Killer equivalent to sitting on gens.

    Survivors might not be engaged with the Killer at all times, but when the time comes to be chased, the skill of a Survivor can still be very impactful to the game. A bad chase can be game ending or at the very least will put your team on the backfoot. You can't possibly be arguing that chase is a place where Killers can demonstrate their abilities but the same isn't also true for Survivors. Plus, there's body blocking, beamer and sabo saves and tanking hits for teammates. I'd say there's also Survivor skill expression in being stealthy and misdirecting the Killer, but not everyone agrees with that.

  • I do think they should try to make them consistent across all the maps but if you also want the realms to have varied lighting and a different vibe and not to all look the same, that's probably something impossible to achieve. I think they could stay at their current strength if they had more charges or returned to recharging over time. Part of the reason why I thought that was ok was because on some maps they do absolutely nothing. Their value is not very consistent. Or I guess you could make them stronger again, but with a smaller area of effect.

    I think a lot of Killer players disliked the item because it was a low skill way to avoid or escape a chase. If you happen to think DBD is more of a competitive game, I can see why this would be a "problem" to these players (compare the item to the much stronger, much more annoying flashlights, which do take a degree of skill to use and can be out played a little).

    Given the mess the game is in, I think revisiting the vials is probably very low on BHVR's priorities right now. I suspect they will have to remain as blood web clutter for some time.

  • Down with Down Votes! This isn't Reddit. I got down voted just for sharing my P100 Legion.

    Sometimes you'll write a post with a fair bit of nuance and you're left wondering what it was you said that earned you the down votes. I can't imagine it's useful information to the devs. After all, we all have our biases (especially towards our preferred roles/Killers/playstyles etc). Anyone who who thinks they're not at least a little bit biased is lying to themselves.

    Down votes foster a stronger Us Vs Them atmosphere for sure. One that's already present because of the nature of the game. It's super easy for certain unpopular points of view to get lost in the noise. That said, we've had some big changes come to the game recently and other big changes that were promised but indefinitely postponed. All of that has made for more emotive discussions. That's kind of unavoidable given how passionate about the game players can be.

    Anyway, it's always good to take a break for your own sanity. Things will cool down eventually.

  • As Killer (and Survivor, tbh) I hate all the corn maps. As bright as they are, I still can't see anything on these maps. All those shades of yellow, red and orange blend together and if a Survivor runs into the corn they just disappear on me.

    As Survivor I hate Haddonfield the most (which is sad for me because I love Halloween). The map is the size of a postage stamp with not many safe gens to work on. I haven't played on it since the latest update though, so maybe it's improved a bit.

  • I've said this before and I'll say it again, BHVR need to make losing fun for the Survivor role to work. Especially for SoloQ. This is true more than ever now that Survivors can't informally tap out of games anymore by letting go on hook.

    Killers can keep their slugging, camping and tunnelling for all I care so long as Survivors also get strong and fun things to play around with too. Let a variety of playstyles and perks be viable. In the animal kingdom, prey has many ways to outwit and evade predation but we've all been forced into chasing or being chased. Bring back stealth. Make the Fog Vials do what they were designed to do. I want to pop a vial and make a speedy getaway like a squid in the ocean, preferrably more than twice a game. I love pebble for the memes but I'd love it even more if I didn't feel like I was throwing the game by bringing it. Why doesn't this perk charge up in chase as well as while in the terror radius? Why does Apocalyptic Ingenuity need you to open two chests for a single flimsy party pallet? Are we really pretending this perk is actually that strong? I could go on...

    Most of the fun to be had with Survivor requires you to go all in to make a silly gimick work. Ghost Notes is neat. I like it. But it needs a build like SB, Lightweight and Vigil to really shine. I had an artist the other day bring the add-on that makes you exhausted and it sure was funny to zoom off into the distance when I'd repelled her birds (we didn't pop a single gen in that game, btw). Zooming around and leaving no trace is fun. But then you feel like you're throwing the game for bringing a silly build because it doesn't help the team or counter any common Killer strats. Each update, Survivors get niche perks for niche builds and Killers get a new A or S tier Killer with very limited counterplay. Anything Survivor that might threaten the meta or the status quo soon gets nuked into oblivion. It doesn't feel like both sides get equal attention from the Devs.

    Feels like we can never have anything good because the dreaded 4 man SWF can always "abuse" it. Balance at high MMR in this game is frankly such a mess, I don't really care all too much if the sweats have to sweat a bit harder for their wins. They've optimised the fun out of the game entirely and are beyond saving at this point. The game is just completely broken at the higher levels. If a tunnelling and slugging Blight/Nurse/Ghoul 4Ks at 5 gens or a 4 man SWF kicks my arse on Killer I just shrug because they're not playing the same game as the rest of us. It sucks and I don't know what BHVR is meant to do about these kinds of players, but what they have to say on game balance should be taken with a very big pinch of salt.

    I liked what I saw of the new systems because they had the potential to make more perks and builds viable by having the Entity step in to referee and mitigate common frustrations on both sides. But certain parts of the playerbase kicked up a stink about it and here we are with the same old same old. I'd like to be proven wrong, but they won't be nearly as comprehensive when they return.

    So what is the point of playing Survivor? I wonder that every time that I play the role.

  • Not sure about the Killer side, but I'd love to be able to say my teammates have been efficient on gens. But it's mostly the same old story of one sided soloq games with the usual clueless teammates who just can't seem to get organised (sometimes I'll get the odd decent team and a hatch escape if I'm lucky).

  • legionandmeg.png

    🎵 One of these things is not like the others… 🎵

    Some of my favourite Legion combinations (and Meg doing her best Legion impression).

    survivormains.png

    What my mains are usually wearing 90% of the time. I also enjoy pretending to be a baby Dweet with the default Dwight outfit and the blood point charm, but you all know what that looks like already.

    survivorfits1.png

    survivorfits2.png

    Some fits for the Survivors that I play only sometimes, but I think they still look pretty cool anyway.

    P.S. Please give my boy Gabe some more casual clothes. Dude only has 3 pairs of normal looking trousers.

  • I finally got into some Switch games! I think turning off crossplay was a mistake, because I tried again I was able to play both a Killer and a Survivor game. Hooray, DBD on Switch is saved!

    Let me tell you, playing with everyone on Switch is a wild experience. It's like being back in rock bottom beginner MMR. I was able to 12 hook this lobby with a goofy stealth Legion build (which to be fair, I've found to be surprisingly effective). I gave the baby Kate a hatch escape in the end:

    switchlobby1.jpg

    Then I played a match against a Springtrap that didn't throw a single axe all game and refused to chase me. Poor guy only got two hooks. It's interesting that the Renato in this lobby was not on Switch. I guess they left their game running so they can still play with their Switch duo? It's been a hot minute since I last played Survivor (not since before 2V8), but I can't imagine my MMR has decayed by THAT much. I don't normally get put into lobbies like this…

    switchlobby2.jpg

    A crazy experience, but fun.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004767#Comment_4004767

    I expected as much when the changes were announced.

    Sucks for Switch players. They've been treated like 3rd class players since the get-go

    It's even worse, I turned off crossplay on Switch to see if it would help me find a match (it didn't) and now I've somehow managed to turn crossplay off for both my Switch and my Steam account. The option to turn it back on has been greyed out on both platforms. Hopefully I can fix it somehow.

    So yeah, just a warning. Don't anybody else do that!

    Edit: False alarm, I'm just silly and didn't realise you need to be on the home screen to enable crossplay. Phew!

  • Well, I tried queueing up for an all Switch lobby now that the platform has been locked out of crossplay and I couldn't get into a single game of either Killer or Survivor. I queued for 10 minutes both times, which I think is probably about as long as anyone would willingly queue up for. I can't say I'm all that surprised, because in the 2+ years I've been playing I can count the number of Switch players I've seen on one hand.

    I think this change might kill the game completely on the Nintendo consoles in my region. Oh well, that makes the decision between getting a Switch 2 or a Steam Deck in the future a little bit easier for me.

  • Yet another Killer with a much better vaulting power than Legion? Cool, cool, cool…

    Somewhere in the fog, Frank Morrison is quietly sobbing to himself.

  • @Shaddoll_Serpent said:

    Wait this still went through? I don't know if doing it without anti tunneling changes and incentives for unique hooks was a good idea to be honest with you, but at the same time, realistically not much should change since I believe hard tunnelers would tunnel regardless, although it will probably cause killers to seek out people they know are dead on hook mid game, which is kinda tunneling, but not actually "technically".

    I lose quite a few games because I often forget who I've got dead on hook near end game. I play casually so I stopped trying to track hooks a long time ago. This is just a straight buff to Killers because it's one less thing in their cognitive load to deal with.

    I kinda like this change, but I also think it shouldn't have gone live without the other anti-tunnel measures. Keeping track of hookstates is an effort I think Killers should have to make if they want to win. It's a part of Killer gameplay, imo.

  • Oh dear… That's half of my anti-tunnel build gone (along with MFT, which is now useless to use in combination with it since you can't use OTR's endurance to activate the haste anymore).

    Well, that's me avoiding Survivor until the Halloween event then, because I'm not hitting that DS skill check with my 40 year old reaction times. This has got to be an oversight.

  • Yes, Auric cell purchases absolutely will carry over. But chapters bought from the Nintendo eShop won't transfer.

    And any Auric cells that you have remaining will be "trapped" on your Switch account (if you buy any there), but you can still access Auric cells that you have on other platforms on the Switch and combine them both to make Switch purchases. Hope that helps.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003869#Comment_4003869

    Survivior is the bigger issue. The survivor bloodweb is a mess, and I've found that it intentionally avoids giving you the things you use the most. I use toolboxes. I get iri add-ons I never use like syringes every level, but my green toolbox add-ons are impossible. Killler's have less crap and usually multiple add-ons are useful.

    Oh yeah, I agree. The blood web not giving you the stuff you use a lot is one of my conspiracy theories for sure. The Entity definitely knows I love the iri button a little too much…

  • @cogsturning said:

    The reward for getting to p100 is a bloodweb full of nothing you actually want. I have to go through 10-20 levels just to get the one, single add-on I desire.

    I dunno, it felt worthwhile to P100 my Legion. It depends on the Killer, but my Killer of choice has a decent set of varied and useful add-ons, even if only a handful see regular use for me. Just getting to P100 has given me a huge stockpile of iri add-ons that I won't run out of anytime soon.

    I feel less motivated to P100 my Survivor main tho, since I'm not an item gamer and most items are not very useful, imo. I only care about buying med-kit stuff. Survivor blood webs do feel very cluttered by comparison but I may P100 Meg just for the hell of it anyway.

  • I don't know how valuable the data from a PTB really is, tbh. We've seen quite a few Killers come to live somewhat overpowered as well as systems like the AFK crows triggering during normal game play (e.g. when totem hunting). I think this is because experienced / dedicated players tend to gravitate towards the PTB, making the new Killers appear to be less powerful than they actually are. That is, until they're unleashed on the public lobbies and they destroy most Survivor teams for a month before BHVR reign them in a bit. I believe the PTB has no MMR, so that probably makes it difficult to gather valuable data as well. This is why I think it's hard to know what the true impact of any changes and new additions to the game will be until they hit live.

    I think the vocal backlash from prominent figures in the community had much more of an effect on BHVR's decision. I'd say that content creators do most of the marketing and promotion for the game. So if the majority of those guys kick up a stink about something, then BHVR has to pay attention. Obviously, it was also very poorly received with the wider community, but it's hard to say how much of that was genuine or just a community echoing whatever their favourite streamer / youtuber said about the new systems.

  • That's interesting. In a weird way, I'm kinda looking forward to those periods of cross play being switched off.

    I sadly made the game unplayable on Switch for myself when I linked up my PC account to it (which I imagine shares the same MMR). So it would be interesting to see what the game is like with a level playing field of players that also have to struggle with 20 fps, 80ms ping and two tiny thumbsticks. That said, I most likely won't be able to get into a single game because the playerbase for Switch is no doubt tiny for my region (though I think it's probably still quite big in Japan).

    Btw, updates were never delayed. This must be a new Nintendo policy coming into effect.

  • I think all the casual players I usually play against have completely abandoned the game. Maybe they'll come back with the new chapter or the next event but then again, why would they? There's nothing worth coming back to since BHVR put anti-tunnel / anti-slug on ice for who knows how long. I'd rather lose every Killer game than load into a single Survivor game right now (which is what I've been doing, because I've had mostly losses today).

    l really hope the new MMR system they're cooking up has an option to opt out of quick matchmaking. I'd rather not be playing if there are no players around my level online.

    Also, I have a suspicion that losses only lower MMR for the next time that you play after a 24 hour cycle. It's not dynamic. Meaning you'll be stuck with difficult games until it resets you at your new level the next day. No proof of course, just what I think happens.

  • I get the same experience whenever I try a new Killer, too. Equip some anti bully squad perks (Iron Grasp, Agi, Lightborn and maybe Mad Grit too because it's funny) and decide you don't care about winning or losing for your first 10 trials. That's what I do.

  • You might be waiting a while, because I think you've probably got at least half a year before BHVR are brave enough to give these systems another shot. Besides, the only thing that should matter is if the game is still fun to you now. I was half way towards P100 Meg when I decided to put the Survivor role on ice for the foreseeable, but I don't regret the time and effort spent in getting her there. It was fun while it lasted.

    I wouldn't worry too much about the future changes, anyway. They have to get the nod from content creators and their communities before passing through another PTB and those folks are sweatier on average and a lot more vocal than most of the player base. I'm fairly convinced now that we won't see anything that'd significantly shake up the status quo at this point. Especially nothing like the systems in the recent PTB that might serve to make DBD less hostile to new / casual players. Game's been live for way too long for any big changes like that to be embraced. (I honestly still think casual players of both roles would have loved most of the changes, but I'll never know if that's actually true or not).

    If these systems ever return, they will be a lot weaker.

  • I dislike No Quarter whenever I see it. Feels like it was made exclusively to punish SoloQ players who find themselves having to self heal more often because of their unreliable teammates. Yet it does absolutely nothing against SWFs, who can usually find their teammates for altruistic heals anway. Why would you design a perk like this? Plus, hitting those skill checks consistently is wishful thinking for Switch players.

    Thankfully it's a fairly rare perk and I tend to only see it on Houndmasters trying for their adept.

  • This was one of my favourites as well. Anyway don't blame me, because I voted for it.

  • @Rudjohns said:

    No male survivors

    Might as well have separated gender for survivors next time

    It wouldn't be a bad idea. I was really hoping the Gabe one would be a winner. But with the overwhelming popularity of female Survivors, I think there's little chance a design for a male Survivor is going to win in these competitions.

  • The only gen regression perk I really like is Surge for the simple pleasure of making multiple gens go kaboom. The others I tend to run because I usually need some kind of regression or the gens will be done before I can get enough hooks to start making sacrifices. They are a necessary evil but I'd almost always rather be running perks that are more fun. I only ever run 1 at most (2 if playing as Trapper).

    I think if BHVR were designing the game today, they would probably limit regression / slowdown perks to one perk slot for Killers (maybe 2 if the Killer is considered weaker) and make the individual perks themselves much stronger. Personally, I'd like the buffed gen kick from the recent PTB to come to the game so I can ditch regression perks altogether on some of my Killers. But I think that's likely never to come back unless it accompanies a strong anti-tunnel system, which we know a lot of players oppose so… never mind that, I guess.

    On the Survivor side, it can be very tedious to have the only gen being progressed in the trial hit with pain res / grim embrace multiple times. Stacking gen perks is tedious and overkill against a lot of my teams and they can hard carry a Killer way past where they should be in terms of MMR. That's another reason why I tend to run only the 1 gen perk, so I don't get boosted up to a level where I'll be getting destroyed every game by those SWFs full of cocky moonwalking Aces.

  • I do find it kind of sad to see another bit of old DBD disappear from the game. I say that as a relatively new player, so it's not so much the nostalgia speaking, but misgivings about the more chase focused direction the game has taken recently.

    Depending on the add-ons they were running and the inclinations of the player, he was either one of the weakest Killers in the game or one of the most unfairly overpowered. I kinda liked that duality, even if I personally wanted to see Tombstone Myers become a thing of the past. I suppose he's been reworked to better fit the game is it is now and I guess I have to accept that. But if the "dash" is anything like Chucky's dash on controller (which is really hard to control), I have a feeling I'm not going to like it.

    Anyway, I'm going to spend the next couple of weeks using up my remaining stock of Vanity Mirror add-ons because the reworked vanity is pretty terrible. Hopefully, I will like the new Myers as much as the old one. He's all about the jump scares for me and if that's no longer his thing, then maybe it's time to finally make peace with my old nemesis and unlock the Ghost Face.

  • Nice work! I gave up trying to get to Iri 1 Survivor a while ago when I realised just how much Survivor I'd have to play to get it. I'm fully in my Killer main era, so I'll probably never hit it now (I think the closest I ever got was Iri 3).

  • People don't like to be forced into running this build or that build just to counter long standing issues with the core game play loop that the devs have been reluctant to address until very recently. I don't want to run a full anti-tunnel, anti-slug, anti-camp build to combat the three most annoying solo q stomping Killer strategies to go up against, just like I don't want to run 4 slowdown perks to combat a SWF full of gen rushers (I do run anti-bully squad stuff on some of my Killers, but that's mostly to preserve my sanity and it can be funny to watch their plan to annoy me quickly unravel). These perks are boring. And if the Killer doesn't do any of those things, well now you have a useless build of contingency perks and are essentially playing the game perkless. It's not really a comparable thing to a full meta slowdown build, because the Survivors are always going to be doing gens so you are guaranteed at least some value.

    People argue these strategies have their place and are just a "part of the game" and while I agree with that to an extent, some players take them to an extreme and make the game very tedious to play at times. Yes, tunnelling when used as a Killer comeback mechanic is fine, but the moment BHVR creates a system that might give Survivors a similar thing, a portion of the community completely loses its mind. I don't get it.

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000135#Comment_4000135

    My Little Oni please but with all killers I liked how it was fast paced :)

    I'd be down for that. Not sure if all the Killers could work, but imagine a giant Nemi with a huge tentacle and two jumbo zombies roaming around the map. Would also be really cool if they could add the ability for Survivors to crawl under pallets, Chucky style.

    I do hope it comes back some day. It was live for such a short time, I don't think a lot of people actually got to play it.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000173#Comment_4000173

    Aye it is fun racing with blue, the problem is I'm on console or PC with a pad, so turning around loops is already difficult...

    Even if I was back on mouse and keyboard, trying to figure out timings and movement when you have 2 completely different feeling modes bothnin speed and timing, that you don't have a choice on when you trigger or not makes it very difficult to learn Billy and be consistent. 😅

    I'd like this add-on just because it would let you make Billy simpler, like he was when he first released, to get solid grasp on him, and then upgrade to Overdrive when you have the basics down. 😅

    Ngl, I would totally run an add-on like that. I use the Steel Toe boots a lot because I know I'm going to be smacking into a dozen rocks, trees, walls, twigs, whatevers as soon as the saw goes blue. I feel forced to leave a chase to see if I can catch another Survivor sitting on a gen with a cross-map snipe instead, because I know the extra speed is going to mess me up.

    So yeah, maybe it's an effect that could also be added to Steel Toe Boots as well (I could be wrong, but I can't imagine Steel Toe Boots gets a lot of use in experienced Billy builds, so I doubt there would be much complaining if it was given a "nerf" like this. Plus, there's still the Low Kickback Chains that give the same effect and is better anyway).

    It could be a training wheels add-on for Billy like Legion's Scratched Ruler used to be.

  • Surge enjoyers are eating good with this challenge (helps a lot if the Survivor team 3 gens themselves. That's how I got it). Maybe take an offering for The Game as well and hope you get lucky.

  • Anyone know what the September modifier is? Please say it's Chaos Shuffle…

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