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yes_hello

yes_hello

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yes_hello
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  • I hate to sound so negative and like I'm jumping on the bandwagon of hating 6.1 as a survivor, but I have to agree. I played about 20 matches today, and escaped twice lol. First 12 were miserable and resulted in no one escaping with at least 3 gens left. One escape was a hatch, and the other was a compassionate killer who let us screw around after the first person gave up on first hook. I'm going to start keeping a video log and/or screenshot log of these matches. (For the record, I don't expect to escape each time! I'm talking not escaping and lasting about 2-4 minutes a match because everyone else gives up or the meta plain and simply makes a 3 man, 5 gen scenario impossible)


    "Un-fun" currently describes playing survivor for the majority of the games I've played, recently. I'd like to hope this is temporary, but it's getting worse and worse each day :(

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090421#Comment_3090421

    Alternatively map is filled with deadly fog and survivors have oxygen tanks on them. Gens grant you oxygen for working on it. All is good until you run out of oxygen and then you get slowed, blurry vision, and eventually death.

    I think you have the beginnings of an incredibly cool concept for another game mode! I genuinely think this is a great idea with some tweaks and more elaboration on specifics! I worry it is too drastic of a gameplay change to be implemented at base, but in a theoretical, ideal world where this game grows even more, it could be added as a new game mode. I'd play! :) Don't think we have the numbers in our player base right now to justify any new additional modes, but again, great idea!

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090701#Comment_3090701

    Yeah that's basically how I feel, I honestly don't care about my personal escape rates, but when your entire team is doing a good job it's still frustrating to see all of you die anyway, and I'm kinda sad to hear the invisible barrier between the 3rd and 4th gen isn't just a personal experience. I have no doubt (or maybe i'm delusional) that the next patch will ease things a little bit for survivors, but I'm scared it won't be enough for solo q to be enjoyable. DBD is also basically the only game i've been playing, but I bought some Resident Evil games during sales so i guess it's time to install those haha.

    You are certainly not alone. I am also not one to immediately jump to conclusions and cry foul when something changes out of my favor, as I recognize the time needed to find that sweet spot and readjust. But how can we readjust if almost EVERY single match I have encountered doesn't even let you because of the way the new changes are functioning realtime? At first I was digging the changes; I changed my personal meta build and for a minute or two, it was succeeding. But as the days pass, killers have definitely seemed to learn how to win efficiently... at the horribly frustrating expense of survivors. Sometimes it's not even the killer's fault, as many survivors realize how un-fun and hopeless COUNTLESS new scenarios make this game and give up the instant there's a whiff of cheese. :(

  • I agree. It should have been left as it was. Showing the icons in the pre-match lobby is even more problematic, in my opinion; it can lead to people being wary of other players for various reasons due to that relatively arbitrary number. Cleaner and simpler is better, in that regard. :)

  • Thank you for taking the time to share your feedback. I find myself becoming increasingly frustrated with each coming hour. I haven't had the opportunity to escape in over ten matches today alone. Between survivors giving up/DC'ing and the horrific new gen speed meta, my enjoyment of this game has decreased sharply, which is really unfortunate because this is quite literally the only game that I have played the last several years, and I've put a lot into it. The neglect as a solo player this time around is blatantly clear, and I have never encountered such horrible matches and un-fun gameplay.


    I know I only speak for myself, and for awhile I was quite frustrated by players insisting 6.1 was going to be very problematic. However, after the last few days of my own personal experience as a solo survivor, I cannot envision a healthy future for this game at this rate. Not one match resulted in more than 3 generators being completed. I hope this is still just a... "trial" period, because holy crap I have never seen this game sink so low so quickly! :( And I am doing everything I can to enhance my level of enjoyment, sadly to very little success, as I am only one random solo player.

  • This is a very neat and engaging concept! My only fear is this would entirely enable complete stealth plays by survivors who only want to escape (kinda like F13). Hiding the entire match would inevitably lead to an incredibly frustrating meta that would need to be addressed immediately. That being said, perhaps some additional brainstorming on how to prevent that would make for some interesting discussions! :)


    What would the consequences be of the deadly fog? Would it reduce health states? Reveal locations?

  • Edit: Welp, since I made this post, I have had ELEVEN matches in a row where either 1 survivor was completely tunneled, someone gave up on first hook, someone DC'd, or the killer completely played unsportsmanlike with their build. No more than two generators done. Very un-fun and perhaps I spoke too soon, earlier?

  • I actually like this idea! Glyphs (at least as a survivor) are one of the more fun "side objectives", in my opinion. Finding them is a thrilling little bonus surprise, and the extra blood points certainly would help, right now. They would make rituals FAR less restrictive on the survivor side. I hate that sometimes the survivor rituals require me to play a character I don't want to in such a specific way :( This would make it more universally accessible for playing survivor in general.


    I don't know what the current consensus is for the killer glyphs (especially with the new orange one), but on the survivor side, I'm all for this! :) Or at least something similar!

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087858#Comment_3087858

    I still think that any icons or information added to the game should be available for all 5 players. If additional icons "really aren't a big deal", then let the killer see them too. If it would be "too unbalanced" for the killer to see an icon, then maybe it really is a big deal and solo q shouldn't get it.

    I know you weren't directly responding to me, but if I misunderstood the OPs original concept and your response to me, I apologize.


    I would ONLY want the chase icon. Not necessarily all those hypothetical icons that were discussed earlier in the year. The chase icon alone would get he job done without being too much or too little, and there's no reason why all 5 players in the match shouldn't also see it. :)

  • Jake's torso and body movements has always appeared very stiff and wooden in his idle animations in the lobby, so I've been secretly hoping they update that for awhile lol.


    But I do agree his face is a bit odd, right now. I wonder if that's a bug? Many survivor facial animations have been very bugged since the last patch. Check the Bug Reporting section to see if others have brought this up!

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087788#Comment_3087788

    If people want to bridge the gap between solo and voice comm SWFs, then they should say so. But people shouldn't say they want to bridge the gap between solo and SWF, and then recommend things that only voice comm SWFs have.

    I agree :) The suggested chase icon is just enough information for me to confidently say that would improve solo by a lot! Voice communications for all survivors is just not something I want to see implemented. I personally foresee way more problems if that happens.

  • I've always thought survivors should be awarded a "completed self-heal" scoring event in the Survival category if they successfully complete a self-heal. So like, healing points PLUS a bonus for specifically gaining one health state using the self-heal action. Not a ton, per se, but it would be one additional way to get more points in that sad category lol.


    But I agree with you, OP, as a survivor main, this snail pace is far more frustrating than engrossing. Hopefully this will catch some more wind!

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087452#Comment_3087452

    BHVR also said the game isn't balanced around voice communication, and BHVR said that game never should be balanced around voice communication.

    This might be an unpopular opinion, but I hope they never bring voice communication to the game. I understand the value it would bring in terms of information, but I think at base level it would severely take away that feeling of (game-appropriate) helplessness that adds to the healthy vibe of horror and dread for the survivor role.


    I recognize there is an extremely fine line between when that level of helplessness can be thrilling or incredibly frustrating as a solo player. That is why I think OP's suggestion is spot on! It adds an incredible-yet-simple amount of information without taking away that feeling of "Ok... seems safe now. I'll go for the save since so-and-so is being chased somewhere." As a solo player, I would much rather the game subtly give me that information instead of randoms screaming in their mic that I'm an idiot for not saving quick enough or for making a decision they didn't understand or couldn't see why lol.


    I personally hope BHVR continues to leave voice communication in the "no" cabinet :)

  • As a solo queue player 99% with just about 7k hours, I absolutely endorse this! :D Thank you for posting, hopefully something so simple can be implemented with ease!

  • I noticed survivors' mouths are bugged after a hook, I think. Every match, their mouth is widened to an unnatural amount, making them look ridiculous lol. Thanks for posting!

  • I'm not sure if this is the same bug, but on Series X, the survivor's mouths appear to be abnormally stretched wide. Not exactly sure if this specifically happens after a hook, but it's almost every match, but I don't know if the bug persists for the entirety of the match. I'll have to pay attention next time I notice it.

  • @Tsukah said:

    Set A seems to be winning by quite a bit so obviously they'll release those first

    As for Set B maybe they could release them all around New Year's, as it's another holiday and it's somewhat around Christmas

    As much as I wish that would happen, the concept art(s) appear to be specifically themed for that "Christmas" vibe (Red/green, Santa, reindeer, mistletoe, gifts, etc).


    Being pessimistic is no fun, though, so here's to hoping that may be considered! :) I just wish they would let us vote for specific characters' outfits to include in the event/shop instead of an entire A or B set of characters. Especially because some of them already have an excessive surplus of cosmetics (in my opinion).

  • I agree! I actually much prefer set B, and am concerned they will get pigeonholed :(

  • Yes please :)

  • I think the lighting of the new main menu is kind of distorting the way we're used to seeing the survivors lol. I noticed that for a lot of them, the "grid" patterns on their skin and clothes textures are very obviously showing, too, which is quite off-putting.

  • I'm all for quality of life improvements for us solo q'ers!! :)

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071737#Comment_3071737

    I pray every day that one day this game will delete the gap between soloQ and swf to finally do balance changes that are good against swf but dont feel horrible as soloQ

    have played this game since release and i lost my hope year 5 but i am kinda addicted as soon as i get into my yearly dbd phase where i basically only play this game because when this game is fun, it is REALLY fun. just wish not every 1/10 matches was fun but more like 5/10 :9

    Lol I hear you, man. It's like the only game I play because it literally encompasses everything I could possibly want in a video game. Despite any reservations I may have about certain aspects of the game or its developers, it definitely is a "labor of love" that I thoroughly enjoy without fail and without feeling stale. I know I may be in the minority with this, but I suppose I don't mind some of the limitations of solo. Not ALL the time, though. If I'm being honest, sometimes I enjoy the feeling of not knowing where people are; not knowing if I should go for a save, or if it's too risky and hope someone else will; the thrill of skillfully protecting random teammates and intervening in mid-chase for a surprise hero moment no one was really expecting. When in the right match, solo can be invigorating :D

    However, that being said, I still concur with the majority of what you are saying! The recent patch, in my opinion, did what you just said: looked at SWF and worked around those types of matches. I've been playing all day and so far the only issue I've run into is the gen speed + Thana. The general nerfs to survivors haven't really caused me to lose a chase, yet. At least specifically to things like the hit cooldown or speed burst nerf. My new personal meta basically nullifies most of those nerfs and has managed to also enhance my self-healing builds. I was panicked at first with the healing nerfs, but I'll be dammed if the developers weren't correct: you'll find new meta builds for yourself :)

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071583#Comment_3071583

    the increase to gen times was imo not the actual issue. Rather the issue is that sooooo many things are still broken on killer side that can ruin the fun for survivors.

    survivors got nerfed but things that did not receive nerfs that kill survivor's fun:

    • tunneling (base BT stops farming, not tunneling)
    • camping (way more effective because gens are slower)
    • lack of communication between soloQ (i love dying first hook because people think someone else will unhook me)
    • random teammates killing themselves on hook (6 years and still not fixed)
    • Nurse as a whole is now an SS-Tier killer instead of just S
    • Blight is still a 115% killer + the add-ons omg
    • if the killer is bad you won't get any BP for escaping
    • doing gens gives no BP so why would you
    • BP gains as survivor are just horrible in general, have fun maxing the survival category even with escaping

    at least these are my main issues that absolutely just make me not wanna play survivor

    I was just responding to the specific topic of this discussion, which was how Thana + the new generator times is problematic.


    However, I definitely agree with many of the other issues you listed! That's why I said I believed there could be so many more "organic" ways to improve gameplay that could also address some of those issues, too! This particular change (especially when combined with Thana) simply missed the mark, in my opinion. Hopefully we can make some of these issues clearer for the developers to see, because I am also a solo queue player 99% of the time :)

  • Yeah... I've been playing this game for pushing 7k hours now over many years. I'm personally not upset about the "nerf" to survivors per se, and I'm all for extending match times and gameplay! However, making the least interesting aspect of a match longer and even more tedious was a swing and a miss. I feel like there are sooo many more organic ways to both improve gameplay and extend match times. I'm also pretty sure there was a relatively common consensus among many veteran content creators and forum regulars that this simply was not and should never have been the solution to overly-fast matches.


    Regardless of who said anything in the past, the main issue now is how much of a downgrade this is when it comes to enjoyable gameplay for survivor players. Sure, not every killer will run slow down perks, but ohhhh myyyy goshhh when they do I almost instantly lose ambition in the match lol. Not trying to sound entitled, but I don't think it's unreasonable to say that extending an already boring part of the game makes it less enjoyable to play. I predict it could be very problematic, over time, if this becomes the next concrete META meta for killers lol. I mean... why wouldn't it? Seems to work every single match I've seen it in so far :P

  • Super glad to see this was acknowledged! Just making sure it's known the issue is still persisting after the 6.1.0 release today :)

  • My queue times prior to today have been 10-20 seconds. Now its minutes. I can also confirm no bonus bloodpoints are being awarded post match.


    EDIT: Just finished a match as survivor and got the bonus bloodpoints! :) Queue times are still awful, so I'm not certain the main issue at hand has been resolved lol.

  • Love the idea! I'm all for day-to-day locations that are familiar, but made to fit the entity's realm. Honestly, look at the Resident Evil Outbreak scenarios. I would LOVE for a DBD themed map of those types of locations. Zoo, subway station, university campus, police station (lol........), general hospital... not Raccoon City themed, but generic locations. I trust the DBD team would be able to creatively turn these concepts into some really engaging maps! I know how sensitive and touchy maps and map balancing is, so these are mere concept ideas, not necessarily on their viability for balance.


    I envision your airport idea with a main, central indoor "courtyard" (fountain, etc) with 4 or 5 general areas to go off in. Food court, security, terminal, shops, and baggage claim. I wouldn't begin to presume how to balance it or lay it out "correctly", but I think it would be so fun to play and hide in those locations! In addition to the airport, a large department store or mall would be fun, too. I caution myself in suggesting this, but logical design-wise, a layout like The Game would work! I know that map has many mixed opinions, I'm just speaking from a strictly design mindset :)

  • @BearMerchant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058981#Comment_3058981

    yeah like I said I do acknowledge that self healing is incredibly strong — but without CoH, it's at the very least limited. you could only fully heal yourself twice in most situations. this could effectively negate killer pressure where it counted but it means that you only had so many charges, and when they were used up you were done.

    and yeah, I agree, they ignored the context of why certain perks were picked so frequently. they absolutely should revert the heal speed nerf on self care. the efficiency bonus removals were fine, but as someone who also plays a lot of solo queue I only see pure nightmares ahead where newer players sit there healing themselves for a full minute. it's one deeply baffling change amongst a lot of other baffling changes.

    many of these nerfs shouldn't of gone live at all imo, not without updating solo queue QoL first.

    Truly speaking, the overall nerf will add ~6.5 seconds of extra healing time with the same build I run now. It's still more efficient than self-care is currently without botany, but when combined with sloppy or any mangled effect addons... ughhhhhhhhhh. I still 100% do NOT believe the buff to botany's speed justifies the nerf to self-care's. At the VERY least, the changes should have made the combo "break even" to what it was before when used alone, without a medkit. I could accept nerfs individually if the new math left the self-care/botany self-heal speed the same without the impact of medkits or boons. If they wanted to nerf the combo's secondary effects to medkits, I could get behind that. But like we said, it's the medkits that need the hit much more than self-care does lmao :(((

  • Agreed, my friend... I am feeling very bummed as a solo survivor player with this new update :(

  • I don't think Claudette's perks should have been touched, personally (however, I can reasonably accept efficiency nerfs to SC, and even BK). I totally agree Medkits should have been targeted, because her perks on their own SHOULD provide a survivor with advantages, as they are perks (and the advantages pre-nerf weren't even that advantageous, per se). Medkits definitely were abusable and oppressive when combined with them, and that is coming form a 99% solo survivor player with over 6k hours lol.


    BHVR wanting to change the meta is fine, but when certain aspects of the data reflect different demographics for different reasons (i.e. Claudette's perks being fantastic for solo players), that needs to be taken into account. I don't think they did, this time around. Those perks were nowhere near as oppressive as others.


    *After proofreading, I admit the majority of my opinion stems from my strong opinion of the speed nerf to self-care. THAT is what I think needs to be reverted before all else, personally. I still concur with everything you said, and stand by everything I said :) I really hope they understand what this does to their solo survivor base

  • Making sure this gets seen :)

  • I think this is still bugged after 6.0.2 :)

  • I don't think that is what you are seeing.


    The BHVR artists modified Elodie's in-game portrait a few months ago (enlarged it to a more consistent face-size per the other survivors) and cropped out portions of her hair to fit the small circle area. Visually, it appears as though she has matted hair in her icon portrait (it's subjectively terrible and looks bad lol). However, when she becomes injured, you can see the "outline" of portions of her hair textures that were "cropped" out. It looks choppy and shoddy, but I do not think it is the condemned status :)

  • I saw the SECOND I loaded a match when the update came out on Tuesday! :D Been looking forward to this fix for awhile! Thanks, BHVR ^_^ !!

  • @peeweekae said:

    same issue here :/ mid nov. still no fix

    This bug has been acknowledged in another thread. Hopefully we'll see the fix soon :)

  • I already included that information in the first post, but I'm glad you provided more input! It's been acknowledged, fortunately, so the underlying bug will hopefully be discovered and corrected by the new release on the 30th :)

  • @Pip said:

    Glad someone already reported this! I tried the same combination as @yes_hello and saw the same clipping.

    The good news is it's been acknowledged! :D Hopefully we'll see the correction in the next chapter release later this month!

  • Just making sure this gets seen :)

  • Still bugged after 5.3.2

    :)

  • Please do not worry about it! It can be frustrating when things we purchase and love so much do not work properly. But it's good to have humbling moments :) Hopefully this can be corrected by the next bugfix!

  • Still bugged after 5.3.2

    :)

  • This has been reported since the chapter release, and they haven't even listed it as a known issue in the last bugfix patch. 🤦‍♂️

  • @Dobman101 said:

    I have same issue on Xbox series X they finally fixed Jill face my main now just have this issue really will be Jill ever be perfect again :(

    Seems as though this is an Xbox exclusive bug, which makes me really nervous :( I'm worried it will be glossed over indefinitely

  • Still bugged after 5.3.1

    :)

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