tjt85
tjt85
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Personally, I use an ancient wired Xbox 360 controller.
Still works after all these years because they were made to last, even though the rubber on the sticks has started to decay (but you can get thumb stick covers to put over these pretty easily). I hear good things about the 8bitdo ones if you want something more modern.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946554#Comment_3946554
No more goofing off and being friendly? Pretty sure that's the wrong direction for the game. A lot of people get a match where the killer has mercy or just decides to do memes and that can be a fun break from the sweating.
And how am I going to be basement Bubba?
Jeeze, I hope not. It'll be good bye to spontaneous snow ball fights come the winter event :(
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My ideas for why there is / was a "go next" epidemic:
Every new Killer is incredibly strong, with multiple complicated powers that are simply too much for a lot of Survivor players to deal with. Listen, I've got a 35% escape rate. Do you think I can deal with a Killer that has 4 powers like Vecna, when I struggle against the dude who can step in his own traps?
The addition of bots probably didn't help the situation. More Survivors were inclined to stick it out through the rough matches because they knew their team would be a man down if they DC'd. But with bots available, players resent being kept in those miserable games by a draconian DC penalty system that will punish them for giving the lobby a bot. So instead, they do the obvious thing and chose to die on hook to avoid the penalty.
It's a low stakes casual game with the DC penalty system of a "serious" competitive one (which has now become even more punishing in the latest patch).
Player burnout building up to a frustrated exit. I'm sure everyone has had a rough run of games, thinking the next one will be better, only to be instantly proven otherwise. Some players just can't stop playing when they really should.
A lack of Killer variety / no repeat prevention (more of an issue at the extremes of MMR). When Survivors are facing their 4th Ghostie or Myers of the day or a succession of Blights / Nurses / Spirits / Ghouls etc, can you really blame them for dipping in the hope of facing a different Killer in their next game?
The lack of a functional MMR system being evident at times, leading to players throwing in the towel early. It's not just Survivors, either. Overmatched Killers give up or DC too, which can be just as bad, rare as it is for me to be on the winning side.
By design, Killers have comeback mechanics (slugging, camping and tunnelling). Survivors do not. Therefore, some Survivors decide to go next on first hook early game because they know there's no coming back from a very poor start. Once the Killer has 2 on death hook at 4 gens, the game is basically over. But as Killer, it often feels like you can make something happen in the end game, maybe even get a kill or two if you keep playing.
The finisher mori causing an uptick in slugging for the 4K to deny hatch, meaning that Survivors rarely get a shot at a personal "win" condition in games that are otherwise a dead loss. There might come a point when the hatch may as well not be in the game.
A competitive focus to balancing but a total lack of anything to compete for. There are no ranks or rewards at stake, so why is the game becoming as sweaty as it is?
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I much prefer to play stealthy and to treat DBD like a horror game where the primary aim is to hide from the spooky monster and not to run them around picnic tables like a Tom and Jerry cartoon.
I don't like looping to the point that I refuse to run Windows of Opportunity because all that yellow crap would completely kill the horror vibe of the game for me. No doubt it would improve my Survival rate (or at the very least, stop me from running into dead zones or right past a nearby pallet). But this is a horror game. I enjoy the tension of sneaking around. Trying to out Ghost Face the Ghost Face. Hoping not to be found, followed by the panic of being spotted and running to wherever I hope there will be some safety.
I'm dreading the day they bring visible perks into the lobby, to completely kill off any weird, off meta builds and with it, the final remaining aspect of Survivor player agency altogether.
The annoying thing is, there's absolutely no reason why stealth and chase orientated play styles cannot coexist together in the game. I honestly don't care how my Solo Q teammates play or what perks they like to run, so long as they are being productive and progressing the game. To the Survivors who don't like stealthy teammates, well there's already a solution built into the game for you. Why not SWF up with other like minded Survivors and let the rest of us play however we like to? Stealth isn't something that needed fixing on a mechanical level.
That said, I wasn't actually able to activate the crows in any of the games that I played yesterday. So I can't personally comment if they've adversely affected making stealthy plays or not, though I've read enough to convince me that they probably do.
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He's definitely has one of the more dated and awkward character models.
But I don't know if I'd ever want Myers to be reworked, because there's a certain goofy charm to him that I would miss.
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I get how seeing your teammates go next on the regular would be a bad experience for any players who are new to the game.
But to introduce an untested system that was obviously going to have teething problems in the very same patch as DBD's biggest ever chapter… Well, that might not have been the best idea BHVR have ever had. I'm glad they've realised this and kill switched it for now.
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Sometimes you get insanely high ping / lag for no obviously reason or something happens in the trial that bugs your power and makes the game unplayable. Thanks to the harsher penalty system, now all of us have to suffer through these trials to the end.
Having no penalty (or only a short 1 minute one) was handy for times like these, but players won't be able to DC out of these games anymore, because the punishment and further risk of racking up a lengthy DC ban is way too high.
If the devs are so insistent on putting players on the naughty step for bad behaviour, then so be it. But surely the system doesn't need to be as aggressive as it currently is.
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Killers who slug the second to last Survivor just so they can prevent hatch spawning is one of the more frustrating types of slugging that I'd hoped BHVR would be addressing in the QoL initiative but nope, I guess they decided not to. Especially since I encounter this example of slugging way more often than Killers attempting to slug the entire team.
At least we can now abandon as soon as the last Survivor is downed, but it can still take quite a bit of time for that to happen. So yeah, please fix this BHVR.
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I'm not a big fan of the teleporting invisible ninja Huntress, but that seems to be a trend with every recent Killer.
I'd say I look forward to playing against him in every game for the next 3 weeks (until he's nerfed and I never see him again), but I'm taking a very long break from Survivor. Whenever a new onesided chapter is released (especially a popular Killer one), we get weeks of the MMR system being totally switched off and only one Killer in the game to play against. Even if he wasn't a bit too strong right now, playing against the same Killer over and over and over gets old so incredibly fast.
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Probably my most accurate Killer stats (and the highest among my mains). If I get the opportunity to 4K with Trapper, you can bet I'll take it. My games usually end with my traps doing very little with only a 1-0K or everyone steps into a trap at the same time and I suddenly win. Trapper is an all or nothing Killer, at least as far as my experience with him goes. I think he'll be my next P100 Killer anyway.
How you guys are getting such high kill rates with him, I don't know.
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944863#Comment_3944863
I play 100% solo Q only. And I used to be a killer main. My total hours played would still suggest I am. I only play survivor more in the last 1-2 years cause its so much more chill, and easy imo. Either way I am not surprised at all by my 60% escape rate. I have always known survivor is just easy mode if you know the game and don't get to many top 5 killers (which is the case for solo Q). What surprised me is that there are actually ppl below 50% that aren't new to the game…
Survivor is "easy mode" for you, maybe. But that's an exceptionally high escape rate and not the norm. My rate is at 35% which is lower than average and yes, I am actually trying my best to escape.
If BHVR buffed Killers around Survivors that have 60%+ escape rates, I would probably never escape a trial again.
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@Toybasher said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944283#Comment_3944283
Pretty sure a developer said a while ago (few weeks maybe) you'd be able to die on second hook by the end of the game. I can't remember their exact words but they said the system was primarily to look for players who were throwing at the start of the match.
@Gh0st2317 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944297#Comment_3944297
I do remember playing a match earlier, and it was just me and someone else left. I was hooked and I finally gained the option to take my chances. So I guess it will only work when there's two survivors left?
So I guess you can make an attempt on first hook as one of the last 2 Survivors, but on second hook missing your skill checks won't do a thing (although I think it might advance the timer a little bit like before so you are sacrificed slightly faster). As it happens, the other Survivor did manage to find the hatch and get out, but the was nothing I could really do to help them by spawning it faster.
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I hate that I can't let myself die on second hook to let the hatch spawn for the last Survivor. They're not gonna come save me and if they do, I don't want them to. We are never getting that last gen done and I just want to be in my next game already. I didn't bother hitting any of the skill checks in a Ghost Face match I played because what's the point if it's just for BP anyway? Am I going to get flagged for trying to "go next" for that?
It's kinda funny to spam the unhook animation and watch nothing happen, though. But to be totally honest, this might be the patch that makes me quit Survivor for good. I just know I'm not going to be able to play through 20 Survivor matches without getting frustrated enough to want out of a match. So I'm done with the role outside of doing the odd quest or daily.
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@I_Cant_Loop said:
The only real AFK problem scenarios that I ever encounter while playing killer is when there are two survivors left and they both hide for as long as they can. A very simple solution to this would be to reveal auras or even just a noise/location notification when the survivors don’t touch a gen for a certain amount of time. That was all that was needed IMO, but the devs went WAY beyond that and are punishing normal play now.
It's because they decided to kill 2 birds with one stone and make the anti-hiding system and the anti-griefing system one and the same thing. But yeah, the "excessive hiding" that I actually wanted BHVR to address was the two remaining survivors hiding to play for hatch and refusing to touch gens. Ideally this system would only kick in with two Survivors left remaining, but the anti-griefing measures need to be active from the very start, so it doesn't make much sense to combine the two systems.
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My escape rate is what I expected, at around 35% (which is what BHVR said it was the last time we got those stats).
But my Killer stats are a bit of a surprise, though. On my main Legion I only have a 51% Kill rate with them (for a 44% pick rate). I thought it might be higher than that, but I do admit I don't play all that sweaty, regularly let the last Survivor escape or give them hatch. I could probably get that number a little higher if I played more "seriously". I wonder if sharing cross progression between Switch and PC affects this rate as well (I often lose very badly on Switch).
My old main Myers has a shockingly low 40% kill rate, but then again I only really play him for jump scares.
I do hope a future version of the stats site will also include modifier mode stats. I feel like my stats don't tell the whole story, because if a modifier is live I will play that and barely touch the regular mode.
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I enjoyed Furtive Chase when playing as Legion. It was fun sneaking up to Survivors with it, especially on indoor maps. With the recent 10% haste buff to the perk and the ability to use Frenzy for mobility now, I felt like I got some decent value out of it.
I don't own Ghostie, but I will definitely be picking it up if I ever see it in the shrine.
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I feel like it's objectively in a better state than when I first started back in early 2023. Obviously, I haven't played for as long as some of you, but even in that small space of time things have improved a lot. I can't name everything that's been positive but a few being the nerfs to perks that disproportionately hurt Solo Q (Sloppy Butcher and Knock Out), the auto BP spending feature (and not having to prestige a character at least once to unlock it), AFC and anti 3 gen systems, removal of healthy hook grabs (miss this one a little, it was funny), more game modes (some more successful than others…), hidden prestige, the Freddie and Billy reworks / buffs and the most recent iteration of Sadako, some slight improvements to Switch performance (granted not nearly enough, but I'll take what I can get).
There have been changes that I've disagreed with too: the nerfs to Wake Up and Distortion, the total gutting of MFT (only useful as an anti-tunnel perk and not even a good one at that), some Killer buffs that I've felt unnecessary or detrimental (For me, that means Trickster, Nemi and to some extent Singu). DBD still has one of the worst tutorials and match making systems of any game I've ever played. The addition of bots and the finisher mori have both been double-edged swords. The upcoming anti go next system also has the potential to leave some players feeling more resentful with how harsh the penalties will be.
But overall, it's still in a much, much better state than it was. I don't know how anyone could honestly say otherwise.
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I seriously doubt they would ever remove tunnelling, camping and slugging from the game entirely. I mean, have they not been a core part of the Killer game play loop since the very beginning? They want the Killer to have comeback mechanics because they have to be a threat to the Survivors right up until they leave through the exit gates. The biggest frustration is when Killers choose to use these strategies from the very start of the match.
So if anything, I think they will probably try to limit their early game effectiveness. That's the aspect I think most Survivors dislike the most. The fact that they can stop you playing the game that you loaded into. Survivors don't want to be taking a dirt nap with the rest of the team at 5 gens or camped to second stage, not do they want to be tunnelled out before they're able to touch a gen, get some unhooks, progress their challenges etc. You can argue that being tunnelled is still playing the game, but a Survivor won't get more than 10K BP from such a game.
Anyway, we'll see what they have planned, but the AFC and gen kick limit turned out to be pretty conservative changes imho. So I wouldn't expect anything too radical.
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I think they would most likely base DBD Vader around his portrayal in Empire Strikes Back. Which would mean none of the wackier force powers from the video games, TV shows and prequel / sequel movies.
Otherwise, I'm not entirely sure to be honest. Maybe something to help him sense the presence of Survivors? Like Whispers but perhaps with a longer range. I think it would be cool to give him a stealth power whenever he deactivates his Lightsaber, to allow him to sneak up on people (with a Lullaby similar to Sadako's). He could force grab Survivors off gens from a short distance in this state. The ability to use the force to pull pallets down on Survivors to hinder them could be pretty funny, but also potentially very annoying.
Might also be fun if he could throw barrels or other objects at Survivors to injure them, but I don't know if that would be possible with DBD's physics engine. It's hard to think of things that don't seem a bit mundane for such a powerful Sith Lord (but then I'm not a game designer).
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I might hate Ghost Face the most, but the one Killer I just cannot stand to see is Pinhead. There's nothing at all that I enjoy about his chain hunts. Two things happen: either nobody goes for the box. Or I go for the box and get teleported to, or I risk my own personal chain hunt hell waiting for him to down someone and pick them up before solving it. Feels like a lose, lose situation.
Luckily they are pretty rare, but the ones you do see tend to be very good.
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I believe he was most recently featured in the now dead MultiVersus fighting game (a Warner Bros Smash Bros clone), so I imagine that means his IP is free to be licensed again. Personally, I think we will see a version of Jason within the next 3 years.
I'm interested to see what they do with him though, especially since Trapper is basically a bargain bin Jason and already in the game. Maybe they will take inspiration from the more supernatural direction of the later movies.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941135#Comment_3941135
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https://www.youtube.com/live/oLqAYULEZTI?feature=shared&t=3721
Here are screenshots of the Official Stat Tracker, that was taken from the DBD livestream… and right above this sentence is a link to the DBD livestream, if you want to hear people talk about it. The link should automatically take you to 1:02:01/1:14:46 in the video, which is roughly where the Stat Tracker conversation starts.
Oh, awesome! That actually looks really detailed! I'm quite excited to see what my stats are now. Might be the best part of the update.
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I've said this elsewhere but I can definitely imagine Vader stalking Survivors in the fog to be a scary experience. He could fit.
But I do get why opinion is so divided on this. Vader is a huge pop culture icon. He's been parodied and memed on for decades. He has a presence that's long escaped the franchise that he originally spawned from.
I felt kinda the same way about Lara. She's the iconic poster girl for her generation of gaming, just like Pac-Man, Super Mario, and Sonic the Hedgehog were before her. I can tell myself that DBD Lara is the reboot version from the newer games, but that doesn't really matter when the cartoonish action hero Lara of the late 90's is the one that already occupies my brain. DBD Vader might be difficult to divorce from the wider pop culture Vader for a lot of people. I think part of the reason why Matthew Cote has discussed talking to Disney about Vader is to gauge if the DBD community would actually accept Vader being added to the game. From what I gather, the answer is not a yes or a no.
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Nope. I'm a console kid at heart and playing most types of games with a keyboard and mouse feels unnatural to me (even on PC).
Besides, it won't make any difference to playing Killer on Nintendo Switch so long as we still don't have a solid 30 fps.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940712#Comment_3940712
Yes, Freddy Fazbear. The first game didn't have much of a plot besides the animatronics come to life at night and come after the security guard, so you have to watch the security cameras and lock the two doors to the security room when they are near (can only lock one at a time) and manage the really shady battery that runs the whole system. It was later games they fleshed out the story, the animatronics are possessed by the ghosts of children that were killed by the serial killer owner of the franchise. Springtrap is HIS suit.
If you want to get a "crash course" watch the movie. While it's not perfect, it will give you a pretty good idea of the story to understand why Springtrap is the killer and not Freddy. Also, the Matthew Lillard skin is from the movie, as Lillard plays Springtrap (William Afton) in the movie.Oh yeah, I'll probably watch the movie some day. I can imagine Matthew Lillard probably makes it a pretty fun watch.
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This is the one license coming to DBD that I do not get the hype for at all. I know so little about FNAF, I though the bear was the main character (I guessing he's the Freddy in the title?).
But I think the new map looks cool and I like a Killer that puts side objectives and other things to interact with on the map, so I'm kinda looking forward to seeing what those are about. I didn't watch much footage of the PTB or the live stream because I don't care at all about FNAF, so it will be fairly fresh to me when it comes to the live servers.
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The Killer one isn't so bad, just a bit of a tedious grind. I've been trying to escape twice in Chaos Shuffle for several days now and I'm already so over it.
But I agree, it should be possible for everyone to unlock the goodies regardless of what side they prefer to play.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939978#Comment_3939978
Which is being reflected by the increasingly long queue times for killer. It has gotten bad enough that Hens was on twitter whining about it the other day. It's only going to get worse with Springtrap and the go next system. The go next system in particular will result in more survivors being locked out of the queue or just not playing altogether after having to play out a string of frustrating matches. I can't see how it DOESN'T increase queue times.
I really dislike how harsh the new anti go next system is going to be. Survivors unable to keep their cool for over 20 miserable games without itching to hit that DC button are going to be racking up huge penalties that'll never go away. From what I gather, it won't even be possible to take a break from the game to reduce the penalty, which is a terrible decision in my opinion.
DBD can be a very frustrating game. More so than any other multiplayer game I've ever played. I'm sure plenty of forum members would argue these impulsive players should just go play something else. I think they'll get their wish and they probably will.
Every Survivor game I had today was an absolute disaster from start to finish. And even though I got absolutely destroyed in all but one of my Killer games, I still had a more enjoyable time playing. With every update, I feel more and more like abandoning the Survivor role entirely. Perhaps it just isn't for me anymore.
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I think the proposed go next prevention system is incredibly harsh, especially for a game that I don't consider to be competitive. The fact that players go next to avoid the already very harsh DC penalty system has been completely ignored by the devs, since they've made the DC penalty even harsher than it previously was. Going next on first hook at 5 gens and DCing to leave a bot behind are not equivalent behaviours, but the new system treats them as if they are. That makes no sense to me.
I'll see what they've got planned for the anti-tunnel / anti-slug / anti-camping and MMR improvements (in other words, things that might actually reduce player frustration and the urge to go next). But the all stick and no carrot approach ain't it.
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I've given up trying to divine the workings of DBD's bemusing MMR system.
But I think what's happening is that a lot of new players bought the game in preparation for the FNAF chapter and they've all got to be matched up with somebody. Sometimes that's going to be with experienced players. I've had a similar mix of players which has included some very new Killers and what felt like decent Survivor teams.
I think the lobbies are going to be a little uneven for a while after FNAF drops. Put Babysitter on and play for the hatch when things inevitably go south, I guess.
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I don't think it's completely turned off. I believe the Devs have said they still use your MMR to match make but it's a lot more loose compared to the regular mode (which, let's be honest here, is already pretty relaxed). Plus, you have the added effect of splitting the queues, with a majority of the casual players probably filling up the event queues.
How you perform in the event doesn't move your MMR at all, win or lose. From my own experience as someone who pretty much only plays events/modifiers whenever they are live, which is most of the time now, I find my MMR has decayed by the time I get back into the standard mode queues. This is because the system thinks I've taken a 2-3 week "break" from playing DBD.
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I've just played two Vanity Mirror Myers Chaos Shuffle games back to back (brought a sac ward both times but didn't need it) and I got Midwich and Lery's. The Entity gave me Hex: Third Seal on Lery's too (an especially evil perk on indoor maps).
Proof of a conspiracy? Or maybe I just got lucky…
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@Flawless_ said:
Yeah, tbh it's pretty inexcusable at this point. Like what are the sound designers even doing between chapters. And half the time the best they can come up with is either a bunch of screeches or some drums that sound like a washing machine.
Wesker's chase music should be the gold standard. Ghoul's wasn't bad either.To be fair, isn't all the music in DBD made by just one person? So, I would think they're probably a bit busy making all the music for the next chapter and also any unique future title / menu / cosmetic themes too.
Like this absolute banger of a main menu theme that we'll likely never get to hear in game again. I wasn't even playing back then and would have missed out hearing this if not for YouTube :(
https://youtu.be/GFILTmiB38E?feature=sharedBut yeah, some unique chase themes for older Killers would be nice. Trapper should keep the default though.
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I think Hens made a beginners guide that was pretty telling. It was decent enough, but made no mention of hiding as a strategy at all. No disrespect to Hens, but it's been a long time since he was a beginner. But I've only played DBD for 2 years and I remember what that was like. Hiding was pretty much all that I did for the first 100 - 200 hours of Survivor gameplay.
I'm now 2000 hours in and for me, sneaking around is still a better way to survive than looping, even with the Distortion nerf (you can kinda play around aura reads with locker use and running fixated to get a head start on Nowhere to Hide).
I don't like that the devs are pushing "loop or die" gameplay, but I also think they're just responding to player feedback and I guess most of us prefer playing Scooby Doo chase simulator.
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It really depends. Did the Killer bring lots of slow down? Are they tunnelling, proxy camping, playing a strong Killer they're good with, or all of the above? If these boxes are ticked, a 4-5 gen wipe out is more likely.
Did I get lucky with the matchmaking and get competent teammates or ones with no idea what they should be doing at any given moment? Is the Killer playing relatively chill? Is my team mostly Solo Q or did I join a SWF? Those things make a big difference too.
Most of the time, I would say games that are lost usually grind to a halt at 2 gens left. 2 gens remaining and everyone still alive seems to be the tipping point for whether or not the Killer gets more than one Kill (end game altruism gone wrong and end game builds notwithstanding). If I'm playing Killer more competitively, I try to make sure someone is dead at 2 gens remaining or the trial will probably end with a 1K at best.
I don't like running too many slow down perks as Killer because I find them to be a boring necessity on most Killers, so my trials tend to end at 2 gens left with a win or a 3 / 4 escape for the Survivors. So I would say Survivors losing at 2 gens remaining is the average for me (on both sides).
P.s. It's very common to see overwhelming Killer victories when you first start playing DBD. It's just way easier and quicker to grasp the basics of playing Killer than it is to learn Survivor. I think BHVR need to do a lot more to help newer Survivor players learn the basics than they currently do.
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@Shroompy said:
Tricksters Combo laughs is probably one of my favorites, very satisfying to hear after landing several knives in a row.
Dredge in chase almost looks "excited" when chasing somebody as youll see its flailing around a little more.
Unknown having labored breathing in the middle of a chase.
A universal one, but every killer (except for Twins lol) released after Blight has a "walking" animation. If you only partially hold down your joystick to move forward there is a unique animation that a good chunk of killers will do.
Another universal one is most of the newer killers have smoother movement, where if they move their head slightly thats all that moves Instead of their entire body.
Springtrap actually having a human corpse inside of him and not what ever the ######### you see in FNAF 3
***THE NEXT FEW ARE REMOVED ONES***
Tricksters knives used to make a "voom" sound when flying by a Survivor. No idea when this was removed and only found out recently.
Huntress would stop humming when in the middle of a chase and instead breathe really heavily. This would be more beneficial nowadays due to there being more Undetectable perks, and Beast of Prey actually gives Undetectable now as well instead of just hiding the red stain. The only downside to this is you cant hear the full lullaby where she starts laughing towards the end of it, but I think the small detail is worth it.
Some killers (similar to the default one) had unique chase music to their own POV. Myers, Doctor, Demogorgon and Oni. Oni truly is a shame since it was a completely different theme from the Survivor POV. There was a bug back when the Twins released that made it so chase music wouldnt fade away after a chase ended and instead it would just end abruptly. When they fixed that bug they removed the unique chase music from these 4.
Ghost Face when in stealth used to have this sound of what sounded like distorted police sirens and screams. This how ever was removed since it made it harder for him to sneak up on Survivors.
Myers had a "close to tier up" audio stinger that would play to the Survivor who was being stalked and he was close to tiering up. This was again removed since it hindered his stealth ability.
Trickster has some of the best sound design in the game. Guy sounds like he's truly living his best life in the fog. I like that he sometimes swears under his breath whenever he gets stunned by a pallet, too. And the way his chase music incorporates the heavily modified screams of his victims. That's a really cool detail.
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I t seems to me like they're implementing one solution for two different problems - body blocking to grief players and extreme hiding / refusing to progress the game (which usually occurs when only 2 players are left with no hope of completing the remaining gens). But there really should be two different solutions for these problems, not one.
I'd hate to see hiding as a strategy to waste the Killers time being a casualty in fixing those issues. I'll quite often leave my gen to go hide in a loop, behind a rock or in a bush, because I know it can be just as effective as looping (especially if looping isn't one of your strengths). It seems like there will still be enough time for strategic hiding without gaining crows, but I guess I'll have to see for myself if that's still the case.
Part of the "problem" stems from the fact that you can "win" as Survivor by getting a hatch or gate escape even if your teams dies and you've failed to do your objective. This is actually one of the unique things I like about DBD, since aiming to be the last one standing in a desperate situation is what makes the majority of trials worth playing through.
But I increasingly feel like the devs are trying to push team work on Survivors regardless whether or not it's the smart play. There's still no comeback mechanic for when only two Survivors remain in the trial and therefore no reason to ever touch a gen. So you play more cautiously, hoping the other guy gets found first. Is this what's defined as "extreme hiding"? Maybe, but evading the Killer is really the only thing left to do that makes sense in this situation and now players will be punished for it?
I'd also like to know if constantly dropping and picking up your item to avoid getting crows will be patched out. Is that still in the game or did they fix that already? I've seen a lot of streamers doing challenges resort to this to keep their escape streaks going.
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I can probably count the positive interactions I've had in end game chat with one hand. Hate to say it, but most people seem to use it just to vent (And I can't say I haven't been one of those people from time to time).
The other 95% of the time, nobody says anything or if they do, they don't stick around for a response anyway. Mostly its kinda pointless and at its worst, a temptation for players to say something regretful. Nothing would really be lost if BHVR did away with it.
So I tend to keep it closed almost all the time (unless something remarkable happens in the game, like a very last second hatch escape or we played a fun / exceptional match).
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@DefiantEnd said:
What map can Dracula's castle spawn on?. I love that.
What Shroompy said. Here it is on Dead Dawg Salloon and Gas Heaven:
Thanks guys, I've learned about some easter eggs I didn't know existed. I love the little spidery guys on Toba as well (and the centipede thingies and those flying creatures). The planet is teaming with life.
I forgot another of my favourites - I love how throwing the pallet in Greenville's cinema arcade sets off the Pinball machines!
Plus, you can find Jonesy hiding in one of the lockers on Nostromo (I think most people probably know about this one, but I still like it a lot).
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@jayoshi said:
If their game wasn't buggy and sometimes causes computers to crash, I would say sure - make it more harsh. But with that spaghetti code and this game crashing on me every now and then (not a whole lot tho), I say don't make it harsher because some people honestly can't help it and only having a minute ban is nice because this game doesn't crash everyday.
Yeah. Especially with the new 20 match reset.
Assuming that to mean you must complete 20 matches to go down a single penalty point, good luck playing through 5 hours of DBD without encountering a game breaking bug, a cheater or being kicked from their servers for no obvious reason. Players will be racking up DC penalty points through no fault of their own.
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@I_Cant_Loop said:
100 tiers of mend simulator misery for survivors
Actually, way way more than 100 tiers :)
I would have gotten Legion to P100 a lot sooner if I didn't spend most of the BP I've earned with them on my other characters. Win or lose, a typical Legion trial will net me at least 30K. So they'll no doubt continue to be my top BP earner.
@100PercentBPMain said:
I wish I got them p100, they are my default killer. congrats on finishing the grind!
Thanks! You'll get there eventually. With the Anniversary just around the corner, there'll be plenty of opportunities to get a little bit closer to P100 with all those cake offering to burn. Legion are probably the easiest Killer to get to P100, tbh. They're the best for farming BP.
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936022#Comment_3936022
9.0 patch notes. on general discussion.
No players will be even more frustrated and do worse than DC. At least before they could dc once a day and play some other game.
Like i have matches constantly where we get a sweaty wesker or huntress that downs everyone before 1 gen is even done. Like a complete stomp. I understand ppl wanting to dc there to not be bullied by someone that far outskills them. but now they can't. So i wonder what they will do while they play a match they DONT want to play.
Thanks, somehow I didn't spot the part where they said 20 games.
I literally just had to DC because a flash bang bugged out my power and trapped me in permanent Feral Frenzy. I'll get in trouble with the mods for saying that, but what am I meant to do in such a situation? Keep playing on with a broken power?
If the game actually worked properly, there would be more justification for this but we all know it doesn't.
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I've not been following the streams or developer updates. Where does it say all this about 20 game DC penalty resets?
Anyway, I think 20 matches before your penalty resets a level (if true) is absolutely absurd. Especially since it's not at all uncommon to be kicked from the server through no fault of your own. Surely it should at least decay naturally with time spent away from the game?
Do people honestly think that doubling down on the stick without the carrot approach (which so far is clearly not working) is going to result in players being less frustrated with the game? Because I dunno about that…
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I don't really have a problem with the new system. I've been able to get most of the weekly 2V8 challenges done in a single play session and there really isn't anything special about my level of skill at DBD. I am very, very average.
That said, the power of FOMO is compelling. I hate Ghost Face and I don't care for badges or banners, but I still completed all but two of the challenges to get unlockables I will never use (it helps that challenges also progress the rift too, I guess). But even with the old tome system, hasn't that kinda always been there?
I'll probably finish the rift and most of the milestone challenges a long time before it closes. I suppose it will depend on how often you can play, but I don't think most players will have difficulty completing the rift and / or at least unlocking quite a bit of it so long as they play a couple times a week.
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Playing Killer on Switch is incredibly frustrating. I mostly play on PC because the experience is so bad, but if I dare to play on Switch I can expect to be dunked on for 10 games straight before I can even draw a game. Poor stuttering frame rates and so dark you can barely see a thing on many maps, I tend to whiff and get juked a lot.
I'm sure MMR is not platform specific and this makes me regret ever linking cross progression to my Switch account. Such is the technical gulf between the platforms, there should be a different MMR bracket for each platform you own imho because I cannot compete equally. It's like playing a totally different game.
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I really enjoyed the one Legion match I played (with a Ghost Face and we got an 8K). But it was over 30 minutes of waiting, so I'm not doing that again in a hurry.
I'm pretty much over playing Survivor at this point. It's not a terrible experience, it's just become kinda stale and samey to me. I'm looking forward to future iterations where we can play Survivor while we queue for Killer, though.
With 2 lobbies worth of players needed for just one 2V8 match, it's really impacted the quality of my games in the regular mode too. So I'm just playing to finish the 2V8 quests and taking a break from DBD.
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I like using this in my lore accruate Ripley / Rain builds as a motion tracker since it kinda works like the ones in the Alien films. As others have mentioned, it's good at countering stealth killers and perks.
There are probably more impactful perks to run, unless you're stuck in rock bottom Survivor MMR where all the stealth Killers hang out. But it's solid and good at what it does. Not sure it really needs a buff. Maybe a slight cooldown reduction?
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I can't see this being anything other than a badge, banner or maybe even a charm. I can't imagine they would dedicate resources to making full cosmetic sets for both sides (not when there are something like 80 characters in the game now).
I could see them possibly make something like an anniversary crown / mask for Survivor or a unique weapon recolour for Killer, though.
Personally, I'd like to see a special character charm. The voxel charms would be great for this if they didn't already exist for certain Killers in the game (so that's probably not an option anymore).
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I don't even know what balance in the traditional sense would look like for 2V8 (or that it really matters all that much for the mode). There's no apparent MMR and so many broken and ridiculous things in 2V8, it would be impossible to balance seriously. I think that's more or less the point of it. It's not serious at all.
I guess I would say it's very slightly Survivor sided, but a competent Killer duo with a game plan playing complementary Killers will probably still win most of their trials.
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I sure hope so, because something has to be done about those queue times. Survivor 2V8 simply isn't as fun as Killer and it doesn't look like BHVR are interested in changing that. I know I'm only playing for the extra BP and because I think there's no point queuing for regular DBD when an alternative game mode is live.
Why would anyone queue to play with the same increasingly stale Survivor classes when 2 hot new gigabuffed Killers get added to the mode with every iteration?


