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GeneralChaos

GeneralChaos

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GeneralChaos
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  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048514#Comment_4048514

    Not every character has to be for everyone. That's fine, I think. Haddie still has her players, and so will whoever ends up winning the grimoire vote. 'Sides, the vast majority of players has 'settled' on a particular survivor anyway.

    Though, if nothing else, people get to grow some attachment to the character before the chapter release. Maybe that'll help.

    There's quite a few of us survivor mains who play more than one Survivor because it's super easy to swap between them without having to learn new powers (and you can still use your preferred perks, if you prestige the appropriate characters). Do I buy Mikaela and Sable skins because they're cute? Sure. Are they my mains? No. I primarily play Haddie because I think she's cool and interesting, and Jeff, because he's adorable and I want to give him a hug. I would 100% add Old Lady survivor into the mix because I would dig a badass older woman who's seen Some Things.

  • You know, despite all the issues over the years, I always felt like BHVR loved the game and its players. Some changes were big misses, sure, but I always felt like they meant well.

    This year it feels like something fundamental has shifted in their attitude toward the player base. It's as though they have the view that these losers are going to play regardless of what we do and how we treat them. It's not even the gameplay issues that bother me that much, but how they treat their community, and how we keep getting content pushed out that's threadbare or broken. The Walking Dead "map". The problems with the Walking Dead Stream. A Rift many struggled to complete because they massively increased the requirements. A Rift with half the usual content and some of it still not released (Claudette's head for her outfit). I'm sure people could list others.

    I mean, they explained the issue with the current Rift having far fewer cosmetics than normal on an issue with an outside contractor, with yet another promise to "do better" with their communication (how many of those promises have we had recently?). But what's the excuse for being so miserly with the login rewards? It's hard to be anything but cynical about it, especially after the year we've had.

  • I mean, can you imagine if they had tested the mori / Unbreakable base kit changes in the live servers? The ones that everyone hated because they made the game miserable for both sides?

    Guarantee if they did that, the forums would be filled with "WTH why are you pushing wild changes to the live servers when you could run a test branch first?!?!"

  • It turns out the search bar is still there and you can use it — you just can't see it, or see what you're typing. So not very user friendly at the moment. :(

  • Wouldn't this be recycling the problem, with the added issue of asking BHVR to invest a bunch of time in creating badge art for every character? Half the point of adding badges and removing the prestige from the lobby was because people were lobby-dodging P100s.

  • @Deathstroke said:

    I had rough time while trying adept singularity. I played 12 games with results 1×1K, 8×2K and 3×4K if we count dc:s to kills. Win rate of 25% is lowest I probably ever have had. Gens were going crazy fast I could just not keep up in most games.

    That's a 60% kill rate, so you're right on target.

  • Yeah, it's super frustrating. I've changed challenges and back, I've swapped characters, and I've had absolutely no progression on the Craft Time is Over challenge except the first 1/8. I know we're fairly early in the tome and there's over a month left, but's frustrating that a timed event is failing to register progress.

  • @Adjatha said:

    Killers get a stylish way to finish off a match that they already won.

    Survivors, in compensation, got a super-powered version of one of their already most-taken, most-powerful perks as basekit that now can be used forever.

    Oh, and all those Mori offerings? They're a minor BP boost IF you totally blow apart the game you burned it on. Or, presumably, you get nothing. So, they're basically worse than the bonus BP for chasing or whatever, despite costing WAY more BP to unlock.

    Yeah, A BIT UNBALANCED would be one way to put it.

    I'm not sure I'd call it super-powered; you have to be slugged for 45 seconds before you can use it.

  • I mostly play survivor, and I don't mind that I'm dying more often. Tweaking kill rates up was the point of the patch, and I never really focused on escaping, but trying to complete tome challenges, improve as a player, and get BPs to level up my survivors and my killers.

    What's put me off is that my BP gains have absolutely tanked. I mostly play solo queue, and know I'm not the best survivor, but I used to come out with a consistent 18-22K a match, with the WGLF multiplier on top. Now it's pretty common to get a flat 10-12K, because the matches seem to go downhill so fast. Even if the grind has technically been reduced, it feels like it's got worse. I have to slog through several matches just to get enough BP to complete a single high-level bloodweb. It's unsatisfying, especially when you're dropping those BPs on expensive items like Salty Lips and keys which have very little in game value.

    On top of that, I'm finding the new patch has restricted my perk options. I never used to run DH/DS/BT/etc, preferring to muck about with other perks in my load out. Now I've found if I don't run things like Off the Record, my experience is much worse than it used to be.

  • Absolutely! But the caution was kinda my point — nowhere in there had the devs said 70% of all games are SWFs using comms, and we can't really extrapolate out from old statistics based on gut feelings. ;)

  • Ah yes, then we're talking about the same thing: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests ?

    Untitled Image

    More than half of survivors are solo queue.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985142#Comment_2985142

    No one mentioned "death squads"

    SWF with comms are according to devs in over 70% of all matches, its 2022 friends all use comms. What I said still stands, average normal killers cannot deal with swfs with comms and it is well over half of all matches... no one sees nurse in 70% matches, so apply that same logic to both or bias is showing.

    Also according to devs, nurse has low kill rate ;)

    Could you cite your source on that, please? The last thing I saw was that soloQ made up about 50% of all matches (and full 4 mans only made up a tiny proportion of the remaining percentage).

    I'm also curious to know how the claims about comms are made, given that DBD itself offers none and would therefore have to be doing some pretty intrusive system monitoring not only to see what other applications you're running, but what they're actually doing (i.e. running Discord doesn't mean you're using voice comms with a SWF).

  • Haddie and Dredge are both getting outfits in the Anniversary Tome next week, I believe.

  • You can get them at quite a substantial discount. You can buy the killer expansion pack and the survivor expansion pack (or if you're brand new, the DBD Ultimate Edition, which includes both with the base game) which gives you all the non-licensed characters up to Chapter 14. It's how I got into the game last year!

  • @_AdamFrancis_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835198#Comment_2835198

    I do not use noed. Also NOED is honestly fine considering most of the time survivors play in an SWF, meaning it's not an issue unless the survivors are randoms

    No, they don't. Many killers vastly overestimate how many SWFs they go up against; most players (more than 50%, the last time I saw data on it) solo queue, and then it's steep drop to a full 4-man (which I think is less than 10%?). Out of those, not all are on comms. Out of the ones on comms, not all are Seal Team 6, and so on.

    It's one of those things where it's easy to point the finger and blame, because there's often no way to confirm except your own gut feeling. It was a tough match, it's a SWF. The survivors played well, had to be on comms. And so on. I've played in several games where the killer has hurled abuse at "SWF trash" (even when they got 3+ kills!) or some variation thereof, and in fact we were just a bunch of solo queue players who played a decent game.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647987#Comment_2647987

    The system does not push you toward getting into a chase. The system recognizes a chase is inevitable. Additionally, given that this is an asymmetrical game, the system also recognizes that you are supposed to eventually end up on the hook, not escaping every 15 seconds with a favorable tile set.

    That is why the scoring is the way it is. There are exceptions, like instant downs and clever escapes, but barring brilliance this is still an asymmetrical game.

    That's not reflected in the survivor scoring system.

    To keep all the points accrued during a chase, a survivor has to escape it. If they're downed, they lose half. A 50% penalty is not acknowledging hooks are inevitable, it's telling a survivor they've seriously failed a scoring objective.

    Additionally, the only way to get an iridescent Unbroken emblem is to escape from a 9+ minute match without being downed at all. In combination, that tells a survivor the game defines the best performance in those categories as chases that last for a long time (which often involves looping), during which the killer never downs them.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647209#Comment_2647209

    THAT is a fair criticism. You are surely allowed to find fun wherever you want. My point is that it is a false argument when a lot of people say things like "BHVR keeps screwing over looping" when looping isn't part of their design.

    BHVR made Hide & Go Seek, NOT a game of Tag. Some people prefer Tag, but when BHVR patch something or make a new Chapter and it doesn't further Tag, that is not a design error.

    A hide and seek design intention isn't reflected in the scoring mechanics, though. Hiding offers little reward; the scoring system pushes you toward getting into a chase, staying in a chase as long as you can and ideally, winning the chase by escaping. To get an iridescent Evader emblem, you need to accrue 880 points. Hiding, you can gain a maximum of 6 points a second, if you are hidden within 5m of the killer. The further away you are, the less you get.

    But get into a chase longer than 15 seconds, and you can easily score 15-30 points per second. Make it last 30 seconds and you can score 36-72 per second. It goes up again at 45 seconds and 60 seconds. If you don't win the chase, you lose half of those points. So the scoring design here says survivors should run the killer for as long as possible, until the killer gives up and moves on to someone else. I know that's often not how it works out, because of Bloodlust and other assorted mechanics, but that's what the scoring system tells a survivor they should be doing.

    It's a similar story with BP. There's no BP reward for hiding; the category is even called Boldness. Beyond the killer specific interactions that earn you Boldness BP (like cleansing demo's portals, disarming a trapper's trap, etc), it's basically down to chases and totems. Since there are only 5 totems in a match, if you want a decent amount of BP you have to get into chases, extend each chase as long as you can, and ideally stun the killer with some pallet drops.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548872#Comment_2548872

    Sure!

    • Reduced their radius to 24M
    • Takes 24 seconds to bless now
    • They no longer stack

    I think that's all the changes

    Hex totems take 24 seconds to bless.