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Clipping with her default skirt and Days Gone By top has somehow gotten worse since my last post, as well…
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@VII said:
Thanks for the reply. I have just double checked all of the DLC packs I’m missing on steam and I can confirm that no I am not family sharing any of it and completely own it on my account. I appreciate the help either way though.
Copy, and of course, man, I feel badly this is happening. I would suggest compiling all of the emailed receipts or invoices of those purchases in case you need to prove or verify with them you actually did make those purchase (assuming you haven't already done so). If you can show a paid paper trail of receipts with accounts that match what you put in for cross progression, I think the only thing you might have to worry about is being patient while they sort it through. I imagine with 2v8, the several bugs, and cross progression, the help ticket employees are backed up. I hope it gets resolved for you quickly!
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I reported the exact same issue for several licensed DLC characters that were unlocked and playable on my Xbox, but not on my Steam account after the sync. I went through your topic and read you stated you are NOT family sharing on your Xbox with this game. I would have sworn on my life the same exact thing. When I got a response to my ticket, that was one of the suggestions for me to verify wasn't the issue. I was almost annoyed at the suggestion, because I was that certain I wasn't family sharing: why would I?
Here's how the help ticket agent suggested I check to verify for SURE the DLC was/wasn't family shared: I went to the Halloween chapter page on the Xbox store (I owned Myers and Laurie on Xbox, but they weren't on my Steam version). It said "Installed" and I thought, "See, told you." But then I noticed another "purchase to own" button or something similar right next to the "installed" one. Apparently I DID have some content family shared on a several-years-old account that I played on ages ago.
I trust your original statement that you don't family share, but maybe just double check like I did lol. Either way I hope you get this resolved. Very frustrating.
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Unfortunately, this bug still persists after the 8.1.0 update released on July 16. Simply crouch as Yun-Jin or view her running animation in the end-game lobby.
Fortunately, the default skirt no longer clips in the hip area as seen in the screenshots from the post above. However, since the 8.1.0 update, the default skirts badly clip through non-jacket tops/torsos in the waist and belt area, as seen in this screenshot. It is most pronounced during injured running animations, or viewing her run animation from the side (as the character's torso is twisted) while healthy. Hope this information helps.
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Additionally, the bare skin from Days Gone By torso/top "Beating Heart" clips in the hip area of her default skirts. This torso/top does not clip through all other bottoms. Most clearly visible during generator repairing. Hopefully this will also be addressed/fixed.
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@sleepy_knight said:
Okay, so I think it may have been a temporary server issue. After 6 tries, I got in and managed to play 3 rounds since then. No issue so far. Maybe too many people wanted to try the new dlc.
It will continue to happen, trust me. I had one successful match 10 minutes ago, and just got kicked from a lobby due to the servers.
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@Coder said:
Same, PC, Steam. I constantly get this error. Sometimes the match loads, sometimes it doesn't load.
Curious, have you noticed performance issues since the update as well? Granted, I understand I'm playing on Steam Deck, but I had zero issues prior to this release. I have huge frame rate dips randomly throughout.
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I am playing on Steam (Steam Deck) and am having the same issue. There has also been a major decrease in performance, as my typically perfect frame rate is dipping significantly during the match. Almost unplayable at the moment, even on lowest settings for peak performance. I keep hoping I see others with the same issue so it doesn't become a "it's your device" issue...
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You are not alone, friend. I have about 8k hours on 3 different platforms, and this has solely happened on my Steam version, which is what I have played most frequently since the game was finally supported by Steamdeck.
I have 350-400mbps with ping in the 20s-30s per the speed test provided by the "Observer" support bot, and my servers have been HORRIBLY bad with 1-2 second lag spikes/teleports every minute or 2, entirely random. I submitted a technical support ticket and provided further details, so hopefully this issue receives some attention...especially because I worry other players assume it's a cheating epidemic. I was concerned it was my Steamdeck, so I'm relieved to see I'm not the only one. This also kept happening during the anniversary event. Then it stopped...and started again for me, yesterday.
I played on my Series X to see if it was prevalent on different platforms, but did not have the same problem. Same room, same internet.
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I agree the new portraits are very, VERY unbecoming for a large portion of the playable characters, both survivor and killer. (But for many, the old ones were not very good, either)
SO MANY of them do NOT align with the personality of the character. They also look waxy, sweaty, plastic, unnatural etc. This was a massive creative swing and miss. I do not understand why a company with the amount of resources they have constantly releases very amateur, cheap, and undesirable changes like this. Granted, I understand this is a mere opinion... but it seems to be pretty universal. I'm not opposed to changing the portraits, but why does the community get ZERO say? Why do we not get quality changes?
So many community members vastly out-design BHVR. The dozens of community made portraits FAR surpass the visual quality of what we have now. It is so frustrating that we get the discount-bin quality stuff.
While I agree the new ones need to change again, some of the old ones really did need to be revisited. Really doubt they will listen, sadly. I mean no disrespect to the hard working artists and realize the very critical tone of my post... but as a paying customer, this is NOT good enough. At all.
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Thousand billion trillion quadrillion X yes please. As a fellow P100 Yun-Jin main, I endorse this entirely, along with Seoul Socialite.
Doubt they will listen, but thank you so much for taking the time and effort to post this. In the infinitesimally small chance they make a change on either sets in the future, the joy would not be lost on me.
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@poinepp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493903#Comment_3493903
my replies keep getting deleted everytime i try to edit them but again id be okay if they revert it back but they can maybe make the screaming animation even longer if they really wanna make them realistic
That's a great idea! I'm not sure how dedicated BHVR would be to make that change, retroactively. Some screams are significantly longer than others. Each survivor would essentially need various hook animations that align with the specific screams. Seems cumbersome to implement, given all the nuances to each character. I played a game yesterday where all the survivors' screams and downs were muted. Imagine an intricate system of different hook animations with different screams. I'm not a game designer, but I'd predict more problems than a fix, given BHVR's past with audio and/or visual changes not functioning correctly.
Perhaps in the future with engine updates, this will be something they choose to tackle. For right now, however, it seems like the easiest solution would be to revert the change. Based on what I'm reading, the large majority of people discussing this change find it undesirable.
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@poinepp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493880#Comment_3493880
i totally agree with you on that but with the previous one survivors screams would cut off so awkwardly and artificially not being able to hear the ending of their screams so now most the survivors screams can be heard as a full audio which makes it sound more realistic
The direction many of the actors had seemed to allow for long, drawn out screams. Not sure if they had animation times in mind while doing so, etc, but I hear what you are saying and agree. If I'm being perfectly honest, though, I think the screams that get cut off right as they go limp (let go of hook and let legs down) are more realistic than continuing to scream while totally limp.
Nothing is perfect, but I personally think the screams are more logical and sound better pre-patch. Some survivors have screams that match with the animation time and sound much more natural, while others (RE characters especially) are cut off mid scream to match the animation. On the contrary, however Nicolas Cage has a few screams that I personally think are a bit too short for being hooked (they're really realistic, just short). They sound more like an ever-so-slightly, drawn out "just got downed" scream. Nothing wrong with it, per se, but it did catch my attention. I think the audio individuals at BHVR did a good job of seamlessly cutting some screams short. Not ALL of them sound odd, however, but I won't dismiss your valid points that some don't align. In this case, I doubt they will rerecord, so it's probably a matter of the lesser of two evils.
Ultimately, though, the current screams just don't seem to fit.
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@poinepp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493266#Comment_3493266
Tbf they dont actually start screaming before putting on hook they literally start screaming right at the moment their bodies get pierced by the hook if you look at the animation closely
While that may be true, I think the issue is more that the entire rest of the "hook animation and audio" does not seem to naturally sync with that moment. I am not a neurologist or medical expert, but from a typical "viewer" standpoint, the original audio seemed to align with the idea of a slight delay of initial shock from being placed on the hook, then the wailing/shrieking after the signals hit the brain. It matches with the body writhing and the chime of a survivor being hooked. It all just felt correct.
Lol I'm not saying DBD needs to be more medically accurate to be enjoyable, but if a significant number of your vocal player base indicates something is off about a particular creative decision, maybe it needs to be looked at :)
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I agree that they are an incredibly positive addition to reduce the frustrations of solo queue. I have over 8k hours on two different platforms, and I virtually only play survivor (much more fun for me, personally).
Yesterday, I had several bots from different matches indicate they wanted to heal me after I escaped a chase (two or three crouches while standing right next to me). In my head I thought "wow they really nailed that human behavior" but in a few cases, as soon as I stood there to let them heal, they ran away lol. Mind you this all happened within like 3 seconds. I also noticed they don't really know how to cope with being denied lol. On one match, we were on the last generator and the bot INSISTED on healing instead of co-op'ing the gen. After he crouched indicating he wanted to heal me (but I stayed on the gen), he just stood there while I finished the gen.
I'm sure they'll continue to fine-tune the programming. I'm impressed so far, though, as this is scores better than just losing an entire part of your team. I hear you when you say they play too safe, though, as I also noticed some questionable choices. But I almost wonder if that's intentional to more closely mimic human behavior/play styles. Best case scenario, we shouldn't be able to tell the difference. That will never happen, but I hope they keep making adjustments! For something so new, it's way less problematic than I anticipated :)
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The scream does not sync with the body writhing after being hooked. They continue to move and contort their body as if they are letting out a long, breathed scream. It looks INCREDIBLY unnatural and I truly hope they address this. This is one of those small-yet-constantly-frustrating issues where they need to fix SOMETHING. Either revert to the delayed scream, or change how they writhe on the hook immediately after being placed there.
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Still bugged after 6.2.2 despite acknowledgment. Just FYI, I guess.
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@Bunzmaster said:
I am seeing this now as well.
Latest update on Xbox Series X when playing with Ada Wong.
It's noticeable from the very start of the match when the camera pans around your character.
Surprisingly, I think they are two separate bugs. The current facial bug happens on female survivors during the intro animation and sometimes endgame menu. This bug has been happening since July lol. Hopefully recognition of the new facial bugs will get them to fix it, and this bug will also be fixed by default.
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@Lenny197 said:
I addressed this on one of my discussion about the mouth not opening while screaming on hook back in July but the discussion flopped so here's hoping they would see this instead :))
Lol believe it or not, I specifically remembering seeing your post before I made mine also back in July. I chose to post this one instead of adding to yours because of the jowls and upper lips being the primary issue for me. I figured they were independent bugs because the hook mouth thing has also been an issue in the past. I'd never seen the upper lip bug before.
It's such an unbecoming bug that makes their game visually displeasing and appear poorly made :( I really wish they'd correct it.
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@Venusa said:
I have been also posting about this since The Mastermind came out and looks like it has been getting worse and worse LOL. 🤐
https://forum.deadbydaylight.com/en/discussion/343698/distorted-survivor-faces-6-2-2
Yeah, sadly this has been an issue since July. Not sure why it is not prioritized.
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Bug still persists and is almost worse after 6.2.2.
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Bug is still present after 6.2.1 release
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Acknowledged before the 6.1 release, but is still present after 6.2.0
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Bug is still present after the 6.2.0 release.
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I have NEVER considered giving feedback on how cosmetics are obtained--whether in the rift, the store, events, etc. I may have had personal opinions to myself about how I wish they were easier to get, were cheaper, had different color options... but never to the point where I thought I needed to give the actual dev team feedback on it.
THIS, however... I don't even know how to properly express my frustration about this new Amazon Prime skin. However, I fully recognize and concede that I:
• Do not presume to know how the business perspectives of the dev team influence these types of decisions;
• Am not being forced to get anything;
• Realize it's "free" (with a catch);
• Still appreciate BHVR taking advantage of this partnership and understand there's always next month, etc.
With that being said, though, I am quite simply at a loss for words about this. It feels, at the very least and most sensitive way to put it, quite confusing, and I've never had issues with how they distribute/sell cosmetics. I think for me, it's mostly the lack of communication/explanation behind the rationale of this choice. I absolutely cannot imagine no one from BHVR had the foresight to know this would spark controversy in the community. Not like they "owe us" an explanation or are obligated to explain business decisions... but they simply had to know how many people would be frustrated by this.
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Bug still present and occurs on newly released cosmetics, as well. Hopefully a fix for 6.2
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@ThatYellowBunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3119182#Comment_3119182
I agree with the salt mines idea. Even if it’s be difficult, that’d be a fantastic alternative to longer/ more punishing probations.
I’d also make probations lengthen each consecutive time it is done in a day, and, depending on how effective that is, maybe move it up to how many times it is done a week.
It is indeed important to make sure people aren’t punished for outages or life emergencies, so I think the salt mine concept is a genius way to clean up the general pool of players.
In theory, yes! :) And please forgive how rude this may seem, because I am genuinely just trying to make a point lol, but BHVR couldn't even implement their own currency-based incentive promotion to increase their player base without it immediately breaking upon release, then turning it off for MONTHS because they still can't figure it out. I am NOT a developer, so I truly don't have any grounds to stand on when criticizing bugs, but... yeah, I don't have much faith in a complex consequence system when the game is still littered with basic bugs and balancing issues :(
@Mat_Sella lol hopefully something like that wouldn't affect queue times or player base sizes, either. The more people in salt mines = fewer people in the regular servers = longer queue times for fair players. Ahh, no matter what, DCers cause issues at all angles, but I doubt it would ever be that macro of an issue. Honestly, I think we all know that this will ultimately be left untouched, and eventually, the game's balance will hit that "sweet spot" again and the DC patterns will even out. Not the most ideal way to fix it, but probably the most likely.
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@Asura said:
https://forum.deadbydaylight.com/en/discussion/comment/3118920#Comment_3118920
80% of my matches last night had a player disconnecting at the beginning. The only reason I can see it happening more is because players are not receiving any penalty. I'm not aware of what Friday the 13th's policy was, but what you described sounds like exactly what this community needs. Serial disconnectors should get matched together, or prevented from matchmaking as a Survivor until a probation period ends (while still allowed to make custom matches or play as killer, until they start disconnecting as that role as well).
Absolutely understand, and please know that I was referring mostly to any of the times I may have personally disconnected. I never DC in a ragequit way, nor do I immediately defend anyone who does... I just know with recent changes, I understand some of the DCs / give-up-on-first-hook players. That's what I meant by deeper issue; there are still several genuinely un-fun mechanics / (indirectly) encouraged play-styles that even make me not want to proceed with certain matches. I know not all games need to IMMEDIATELY go in my favor, though, so when someone DCs because they were downed first, and that's the ONLY reason... yeah, that's annoying.
So, as I'm sure you could imagine, it wouldn't feel very good being banned from playing a game you love playing because of a power flicker or real circumstance that precluded you from finishing or leaving the game idle. I'm not even sure if the Friday the 13th "salt mines" gimmick was even real, or if it was an urban legend created to dissuade people from DCing. Either way, I don't have much optimism that BHVR would ever have the resources to implement something so intricate.
Still, though, I hear you and I wish the DCing would stop, too.
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@Tsukah said:
Imagine getting a 24 hour penalty due to an unexpected power outage
I'm glad you're not in charge of this game
I live in a tropical zone with a heavy, heavy wet and stormy season lol. Summer thunderstorms and autumn hurricanes are extremely common. They aren't ALWAYS ~severe~ and don't ALWAYS result in a power outage... but it's happened several times over the years. I do not believe it is healthy for this particular game to be so punitive with with DCs with how volatile the game is in itself, in addition to a seemingly bigger issue at hand that is causing the drastic increase.
I do not deny DCing is incredibly frustrating for everyone else, and I do not condone it. However, I can at least understand why it's happening more, and hopefully SOME solution will result in a diminishing DC pattern. Didn't Friday the 13th have a system wherein the data was tracked and after X amounts of program-perceived ragequits/DCs, that player would be tagged and sent to the "salt mines" where they were temporarily (24 hours, and so on) placed in P2P servers with other frequent flyers? 😂 I'm not suggesting this be a thing in DBD, but I would be very interested in knowing if it served its intended purpose successfully.
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Updated information
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Bug still persists after 6.1.2 / 6.1.3 :)
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@darksouls3600 said:
https://forum.deadbydaylight.com/en/discussion/comment/3108939#Comment_3108939
That guy simply don't want to talk, he is the number 1 killer of the game
I've stopped responding or even acknowledging individuals like that lol. Discussion does not have to be rude or dismissive and your own perceived skill/knowledge does not entitle you to act as such. When each post I see oozes a tone of off-putting, self-assured arrogance with triggering imperatives like "stop whining" ...... nah, have a good day, man lol :)
To add to your actual topic, though, even as an anti-Thana+Legion/Plague survivor main, I'm scratching my head lol. The change would not have much value for such minuscule numbers when not all four are injured (most other killers), yet, will continue to be a headache on the two killers they nerfed it for? I don't presume to know how to balance this perk myself in such a way that makes everyone happy, but I'm not sure if this was it.
At the VERY LEAST, they responded to initial feedback and specifically said changes are fluid and will keep happening. Was this dev response perfect? NOPE. We just need to continue to voice our concerns! :) The only other option is stop playing, and no one REALLY wants that to be the outcome! :P
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@The_Grim_Reaper99 said:
https://forum.deadbydaylight.com/en/discussion/comment/3108833#Comment_3108833
Spoke well. Definitely one thing I will give this community is that it’s passionate; both killer and survivor. Unfortunately for me the negatives outweigh the positives. It’s pretty difficult to ignore the negatives of the community on a daily basis
I absolutely hear you, and I'm sorry that is your experience! I wholeheartedly admit having to turn off messaging altogether is problematic and points toward EXACTLY what you say. I do not deny that at all lmao, I just found my own, personal way around it. In-game toxicity is much harder to keep at bay, and when jerks sabotage games in the name of toxicity, it makes me want to step away (really bad since 6.1).
Sadly we can't fix it directly, but cross your fingers that BHVR can continue to listen to the right people and get the game's balance relatively under control. Hopefully if that improves, the community's overall mood will get better?? Wishful thinking :P In the meantime, I hope you can find a way around those negative feelings, because I know they're not fun.
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Thank you so much for taking the time to write this all out. I am going to specifically respond to the community portion.
I am a survivor main, so forgive my inherent bias, as I stopped playing killer about two years ago (and before then it was only to do rituals and tomes. Now I don't even bother lol). I actually turned off my entire messaging on my platform because of this Dead by Daylight specifically lmao. Simply couldn't take that wince-like feeling of getting a message notification after a bad match ughhhh (mostly from survivor teammates who probably got mad at me for WHATEVER reason). I went through years worth of messages and the vast majority of them were randoms who messaged me very hateful things for various reasons. I used to also be a top ranking Injustice 2 (remained at #2 on the NA leaderboards for many months back in 17/18, shoutout to my Dr. Fate woopwoop!) and Mortal Kombat (#1 for a couple days on MK11). People in those games were just as abusive if not far worse, actually, but I "retired" from those games about two years ago. Awful people will be prevalent everywhere, sadly, and despite DBD's community having a sour reputation, I have personally experienced more venomous hate from Neatherrealm gamers.
What I DO appreciate about this community is once you are able to dismiss and ignore (like I have tried to do) the gross people, Dead By Daylight genuinely has some of the most wholesome, kind, creative, and friendly people. Even some of my friends in real life and I have been able to bond and geek over how much we absolutely love this game despite its blatant issues. The lore, characters, etc... When we want to share in our joy of playing, the good people way outshine the nasty. I'm not immune to feeling awful after interacting with nasty people, which is why I had to adapt by turning messages off. I recognize that's a bandaid fix and shouldn't have to happen in the first place, but it has worked for me! MY biggest issue with the community has been when (mostly in the past) some of the developers (not even close to all!!! I enjoy hearing from many of them!) at BHVR have publicly said very rude/snooty things with a pompous heir to the community, which stirs up an already on-edge group over a game that is not very polished, as you said. THAT's my problem. Fortunately, it hasn't been as bad as it was in the 2020-2021 period, but I'm hoping they get coached better when directly addressing their PAYING player base :) I couldn't begin to imagine the pressure and frustration in their position, because I haven't lived it, but... maybe put a smile on and speak to us like you want to, and not like you HAVE to because your boss said, or like you are bothered to have to explain misleading data. Again, it's been awhile since I've felt that way, but it still happened and it still had/has an impact. Many of the employees at BHVR are a pleasure to see, and when they are actively indicating they are listening with a friendly, open mind, that's all I could ask for, personally! :)
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As a survivor main with thousands of hours and years of experience who has had a pretty negative experience since 6.1, I will smile and say I am not in favor of monotony and I am not against changing things up. While I am happy you are personally content with the changes, I'm not sure the bigger picture is being looked at.
What I am against is a seemingly wide-spread, negative experience as a survivor who is at the mercy of the other players. While I agree that giving up on hook or DCing are both very frustrating, the overwhelming increase I've personally witnessed has to be a symptom of a larger issue at hand. I just want to have fun lol, and I try each match, but I cannot pretend that everything is fine and dandy with this game when more than every other match is an un-fun, hard loss due to people giving up for various reasons. While it's great that you no longer need to sweat each match, the other side is filled with people who could claim the exact opposite, sadly :(
Change is necessary and I endorse it! However, it should be done correctly. I personally do not believe all the particular changes made in 6.1 were the correct changes that needed to happen. Some were fine, but sadly some of them have genuinely hindered many people's playing experience. I don't claim to know how to solve it, but I recognize there's a core issue, here.
I'm not putting blame on anyone for MY experiences, per se. I can only speak on what I've witnessed. Many people like yourself seem happy, and that's great! Of course I know you can't please everyone, but I haven't played so many toxic, un-fun, and unsportsmanlike matches in years since this update lol
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I'm not sure if Sheva has a large enough fan base as a one-game-wonder to justify putting resources and licensing time into her, as I can't imagine she'd sell as well as the more iconic characters. It'd fit the Uroburos era theme they chose for Wesker, though! I know other legendaries have only been in one game, but they were far more impressionable in their respective franchises.
HOWEVER! I'd still enjoy seeing her and would humbly wipe egg off my face if she ends up becoming playable! :D
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3103654#Comment_3103654
I feel like the increase in camping and tunneling is due to the change in BBQ and decisive strike
Since they dont earn anything from targeting different survivors now and that decisive strike no longer gives them as much penalty, they have no reason not to tunnel and camp
I really hope they revert the changes to these perks, but we all knows that its pretty unlikely to happen
The 4 stacks on BBQ is something I pay attention to during matches, and it is noticeable. Killers do not "spread out" their targets as much as before. Sadly... it's kind of a logical side-effect, as you said, since BP stacks are gone.
I admit, over the many years I've played this game (solo survivor 99% of the time), I've never used any of the "META meta" perks except Dead Hard. Prior to 6.1, I focused on self-sufficient escape then heal builds. After the announced nerfs to every single perk I used except one, I tried to mix it up with a new build. I've found a new balance that I like, but unfortunately, it still doesn't even out the miserable matches where people give up, or the killers play in such a way that the survivors essentially have to accept loss so early on.
I hate sounding negative, because I still enjoy this game, but I hope something changes with its current state. I genuinely hope the player base modifies its mindset and just plays better. But, with the current meta, killers who play that way are cognizant that they aren't playing to WIN, they're playing to ensure FUN for opponents, which should not be the case so frequently. Again, I recognize not EVERY match is this way; that's silly lol, but far too many matches HAVE been that bad.
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I'd say about half of my matches result in one survivor being dead before 2 generators are completed since 6.1. More often it's due to DC or giving up on hook, but I notice tunneling and camping have increased significantly.
I don't think it's healthy that as a solo survivor, I have to constantly, and I mean CONSTANTLY hold my breath every single match that the first person to go down doesn't give up. And when they do, I have to totally change how I manage my expectations for that particular match, almost instantly knowing I won't win and have to just farm for BPs. Not at all a good thing for any game, I'd expect.
In what world would this consistent pattern of player base behavior be ok for a developer team? I cannot imagine this is isolated to only a few people, but if most people are having different, positive experiences as solo players, I'm envious! :P I'm truly hoping BHVR's relative silence on this is lifted soon, and that they are working to both address and possibly "correct" the new, unhealthy gameplay trends.
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I'd find myself being more likely to actually spend shards that way. Since I only purchase cosmetics for a few survivors, my shards pile up, and I cannot tell you how many times I've wish I had more BP than shards :)
Not sure if they'd go for it, as it could reduce the need to actually play the game to grind. I'm sure it wouldn't result in a significant drop at all, but BHVR seems to be incredibly finicky (sometimes confusingly so) about the game's currencies and how much they want us to earn.
But like I said, it would definitely be something I'd take advantage of! :D
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I've had so many Legion matches where they run Thana, Dying Light, Gift of Pain, and Overcharge while using Legion Pin lmao. I just chuckle and try really hard to change my instinct of being frustrated to just going with the flow and know I can at least stock up on as many bloodpoints as I can. Most of the time they result in someone giving up on hook or DC'ing, though, which is very problematic.
When considering healthy gameplay, though, I agree it is in great need of change. You used the word "exhausting" and I think that was on the nose. Especially when it's constant chasing, mending, chase, mend, chase, mend. Trying to do gens in between with all the slow down perks is exactly that; exhausting.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3097552#Comment_3097552
Green keys are good though? Keys are still viable mainly because of the addons and green keys have 5 seconds more than purple on top of being the easiest to obtain. They only are useless when obtained from chest.
You bring up a fair point. With the Blood Amber + Prayer Beads add-ons, you have a criminally underestimated tool to use during matches that could hands-down come in clutch. :)
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Commodious + the sabo speed addons is what I use if I ever want to have a sabo-fun match lol (no sabo speed reduction on that toolbox). But I'm definitely in agreement that it wouldn't hurt to relook at survivor items. We all know where the Broken Key belongs..... lol. I wish we had a discard or sell-back option for those relatively useless addons and items.
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I agree when killers slug until everyone is down can be annoying, but sometimes it takes days before I encounter a killer who does that to such length. Just curious, how frequently does that happen for you?
An idea I had was perhaps after X amount of time on the ground (NOT instantly; it would have to be a significant amount of time), a random location on the map (that is at least X amount of meters away, not close) spawns a type of item that, if crawled to without being found, can be interacted with for a one-time chance to get up. Similar to Pinhead's box but you have to crawl to it to get up. It would have to be carefully implemented under certain circumstances so not to make it unfair for either side. Personally, I think that would make gameplay more interesting and at the very least give survivors a way to counter slugging that isn't necessarily too OP. Maybe only one opportunity per match, so not every survivor gets the chance? Not sure! Just a concept that would add one more mechanic to the game to make it more enjoyable ^_^ I wouldn't want to suggest anything that would be unfair for killers, though, which is why I think it would need certain restrictions to work. It also forces the killer to be cognizant of that possibility so not to take advantage of slugging to a frustrating degree.
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Trust me, even though I predict this would likely be more problematic over time, I still secretly wish I could use it sometimes lol. My favorite killers to go against are sadly killers I don't see as frequently (maybe why I enjoy them so much?? lol) such as Deathslinger, Artist, Sadako. There are some killers who I absolutely admire design and lore wise, such as Plague, Oni, Huntress, but I find their gameplay to be either very uninteresting or frustrating. I'd probably turn the Huntress off mainly because she's so oversaturated in use; there have been days where well over half of my matches were Huntress alone, and with that latency issue on hatchets o m g @_@
Still, though, this likely wouldn't be fair to killers who may be viewed as stronger or "frustrating" because their queue times would not be equitable and that totally ostracizes people who may have paid actual money to play a certain character. In a perfect world it would work, though, and I'd use it! :D
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I don't think the developers wanted to award players something that others could see but could never obtain if they did not partake prior to the release. Although I think it would be a really cool idea, I don't think they'll go through with it, sadly :(
However! I really like the idea of being able to unlock the portrait scratch marks background at a certain prestige! I agree the consistency of all portraits having it is much more aesthetically pleasing lol. But I still think they should differentiate it from the ones we actually/already unlocked prior to 6.1. Not too drastic that it looks off, but subtle enough to be like "yup ;)" lol
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@Onyx said:
I had a killer camp at 5 gens. Nobody was rushing, they weren't a bad killer either. When I asked why they did it they just said "cry". I swear, it's like I am playing against a bunch of 5 year olds who want cake and to eat it too and whose parents let them do whatever they want, so they just act like a jerk and when someone calls them out they act like a bunch of spoiled brats.
This is such a relatable post o m g.
Sadly, their fuel is our frustration, so I just make it a point to immediately move on after matches like this. It's hard, but even the slight satisfaction that they didn't get any response is just enough to make me BARELY want to try another match before I turn the game off because of what it's unfortunately become since 6.1. Still doesn't make it right, though, and it's relieving to know I'm not the only one who sees through gross behavior like that. Here's to hoping it will change sooner rather than later :)
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I absolutely empathize with you when it comes to how un-fun this game has become since 6.1, mostly due to the survivors' reactions to the new meta, especially in-game. It has ruined about 60% of my games since the patch release, I'd estimate, and I've been playing for years with 7k hours.
Although I agree with you that something needs to happen, sadly I think it's a much bigger issue that warrants more than micro, punitive solutions. I will confess there are matches that have a very early reveal of a miserably un-fun build/killer combo that will likely result in a hard loss, and I find myself "ughhhh-ing" once I realize what will entail for the next 3 or 30 minutes depending on what the issue is this time lol. I absolutely do not expect to escape each match, but it's gotten so bad on my end that I can count on two hands the amount of times the exit gates have been powered since release of 6.1. Please forgive me if I sound inflexible or unwilling to adapt to the new changes; I certainly am trying and will keep doing so! But I cannot control how others are feeling in a match, and to be honest, I empathize with the people who want to leave an un-fun match as much as I do for the people who are left behind. It's a lose-lose for everyone (killer included).
I also worry that ban penalties being longer will cause an uproar in the community as a whole for things like bug crashes, etc. Not sure what the best solution is right now, but thank you for taking the time to share your idea! :)
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I am a survivor main, and sadly I have to agree with you. Legion was very fun to go against after their slight rework and new music. I enjoyed the matches because the gen slowdown wasn't the intentional meta, and most of them would run other builds. This is just my experience, though, and I wouldn't want to discredit anyone who had a different one.
The majority of new matches against Legion since 6.1 have gone pretty much one way if the player chose a gen speed meta build: the matches either take 3 minutes, or 30 minutes. There hasn't been much in between, on my end. I cannot imagine this is the type of experience BHVR wants for its player base. Granted, I recognize a few things:
• Not every match will be with a Legion, but when it is, I find myself (and I try to be an upbeat, optimistic person) almost instantly losing all of my excitement for a new match. This isn't a generalized feeling I think the developers want players to experience when going against a killer that is pretty popular
• Not every Legion will run slow down meta builds, but when they do......................
• I personally don't agree with the "bring counter meta perks" argument. That isn't the point of this topic. The point of this topic is that in many new situations with Legion as the chosen killer, as a whole, is causing fundamentally un-fun gameplay for the survivor's side. An "unhealthy" type of hopelessness instead of a "thrilling" type, if that makes sense.
I'll still play and when those matches occur, I try to change my outlook from "Ok, gotta try and make it out!" to, "Ok, gotta try and get as many blood points as possible before someone DCs or quits!" Lol. The former is much more fun.
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1000000000% support this lol.
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@Annso_x said:
https://forum.deadbydaylight.com/en/discussion/comment/3090797#Comment_3090797
Yeah, if the games were unfun because of how some killers play (tunnel, facecamp, slug etc) I wouldn't stop playing, sweaty games happen, but the games where everyone is playing fair and not sweating at all are just as boring, if not more because they last longer, so there's really not point for me to play until things change unfortunately.
I know I will continue to play, too, and just try to be optimistic that my experience will improve either naturally or by BHVR intervening and readjusting the changes. I am entirely curious to see the new numbers, and hope to goodness BHVR is transparent about it. They make so many decisions based on data (that I unfortunately don't think they fully understand, at times) I'm hoping it's just a matter of time before they communicate the new numbers/data.


