XxBloodyBaronxX
XxBloodyBaronxX
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@Brokenbones said:
"No one should've been told about the Killswitch".
I really hope they don't mean paying customers shouldn't be told the reason why their product suddenly isn't working anymore/accessible. Benefit of the doubt from me personally but holy moly.
Probably something said out of frustration though, I get it. Been there.
Still, from someone that's supposed to communicate with the community, this is completely unacceptable and if they can't communicate without frustration seeping in maybe they shouldn't have been put in that position to begin with.
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@Mandy said:
That's something that will be addressed when a fix for this is implemented, for right now the team is still investigating the issue.
Still waiting
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@adam1233467 said:
Fun fact: killswitch didn't even exist when twins realesed, so it stayed like this for a long time, and come on, it's not like this invisibility bug makes him always win, it's one of the smallest bugs in it honestly
I vividly remember her being disabled the day she released. Might not have been called a killswitch at that point but I definitely recall it happening. Also the invisibility is definitely not the smallest bug in this chapter, calling it so is just laughable.
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Still to me feels like they should've had a mix of changes vs targeting one side in one patch and waiting to address the issues the other side has. Maybe it's the bugs in addition to these changes that has me questioning the state of survivor. The main thing I know is that since this chapter survivor has just felt really bad to play as and I hope that things get better sooner rather than later especially with the final masquerade event coming.
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With as many people in other threads that share similar sentiment I think it's safe to say I'm not just doomposting.
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@Rapid99 said:
Been playing almost exclusively survivor since the new update… it's genuinely not bad. I will die on the hill that it's diehard survivor players who got used to the game having horrific balance towards survivors (old DS, old dead hard, medkits that self heal in 8 seconds with 3 uses out of them, horrific map design filled with nothing but strong tiles), so once more and more of that stuff goes away… they confuse the game becoming more inline as "the game is killer sided".
Does that mean it's perfect? Absolutely not. Survivor has things that could be improved for the experience, and same with killer. Are there bugs currently? Yes. But people aren't just talking about bugs, they end up talking about the "survivor experience" as a whole in terms of the main gameplay.
But I'm sorry if we're talking splits here on what caused the killer queues.
I'm taking like 95% / 5%, being new chapter / survivor frustrations. It's a chapter with only a killer, no survivor and it's a killer that is quite literally the most requested killer in dbd history for the past like… 6-7 years. Not only that in terms of FNAF itself, it's pretty much the first time (iirc) where you not only see springtrap in all his glory and not as some thing that just jumpscares you every once and a while, PLUS you get to straight up play as him. Everyone and their mother should've seen these killer queues coming.
That 5% is gonna be a growing number until a patch comes. Overall, survivor is definitely a more fun experience than it was years ago, but it mainly worries me that it seems these QoL changes seem to only be targeting survivors. To me it would've made more sense to have a mix of changes that target survivors and killers instead of just one side of the player base
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(This was supposed to quote AlreadyTracer, I goofed) You clearly didn't read the post right as I did acknowledge that. Obviously people are going to be playing him but the main thing I'm saying is survs that are sick of the current state of survivor are going to either A. Take a break and stop playing, or B. Switch to killer, making the already long queues longer. Either way that isn't healthy for the game. Arguably the worst patch since the release of Twins and that set a pretty high bar for bugs/general ######### additions
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@[Deleted User] said:
This Just sounds very rage induced. You might need to take a break cause you just sound burnt out.
That's the thing, I made sure to take a break before fnaf came out specifically to avoid being burnt out when it came. And with the amount of other people sharing the same opinion clearly there's something wrong with the game itself and isn't a personal issue.
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@QuantumEcho said:
Hello everyone, with the recent interview of Matthew Cote saying that BHVR has been in talks with Disney about adding Darth Vader from Star Wars into Dead by Daylight, I've been wanting to ask if you think that Darth Vader truly fits into the world of Dead by Daylight, a lot of people say that he doesn't fit because Star Wars isn't horror related but we have stuff like the Tomb Raider chapter and Rainbow Six Siege cosmetics, do you think that Darth Vader truly belongs in the fog?
Vader, not so much. Grievous on the other hand I could see
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@jesterkind said:
It's in this PTB.
Survivors are being forced to spawn all together every time, which means that unless they burn an offering (which admittedly I don't think they should get to have) you will never lose three generators in your first chase without massively misplaying going forward. This is a huge boost to the killer's reliable early game pressure, which in turn cuts down on what some refer to as "genrushing".
I'd still personally like to see toolboxes reworked properly, since even with this change they're unbalanced still (albeit less so), but when it comes to helping killers out with gen efficiency by default, it's been on this roadmap the entire time and everyone's just ignoring it.
Tbr I see it as both a nerf and a buff. If someone has Prove Thyself, there's no way a killer is gonna be able to get to that gen before it gets popped, especially with a BNP and whatever other gen perks the survivors decide to bring
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@DragonMasterDarren said:
Reminder of what 2017 DBD was like
Nurse could have 5 blinks, and had no cooldown
Haddonfield was still in its release version
Old Dead Hard was a thing
No basekit BT or anticamp metre so Bubba could just face camp you to death with ######### all you can do about it
Ruin still affected skillchecks and made playing matches with new players more of a nightmare then usual
Survivors could fast vault just by holding shift next to a window
Huntress could have 3 Iri head hatchets at once
Adrenaline affected Freddy’s power
Trapper’s power could still be completely disabled because sabotage still broke traps
Wraith could be completely shut down by flashlights because Lightburn was still a thing
I really do wish people would stop going “DBD was better back in the old days” when the old days were full of busted and unfun bullshit
The game has only ever improved as a whole with age, wanting to go back to a time where the game was less balanced and less polished is ridiculous
Tbr I'd take old dead hard if it had the condition it currently does of only 1 use per hook state
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@Peanits said:
This is a great question, and the answer to it is a little long and comes in a couple parts.
The first is that releasing an update on all platforms requires us to send the update out for certification on each platform. This would add a pretty substantial delay before we can get it into your hands for testing, which in turn reduces the window of time we have to make changes until the update is properly released (any follow up update would also need to go through the certification process). Releasing a PTB in a separate branch on Steam does not have this requirement, so we can put the latest and most polished build out for testing very easily.
Releasing it as a beta separate from the main game also provides more safety and flexibility to try out bolder changes. If something doesn't pan out on the PTB, it's no big deal; we can tone it down or revert it before the update is released. In the meantime, you can switch back to live servers once you're done testing and it no longer affects you. Meanwhile if something is pushed directly to the main game and turns out to be way too powerful, it could take a week or more before we're able to release another patch to fix it. You'd have no choice but to go against it until then.
To be very clear, updates are not ready to be released by the time the PTB rolls around. The last few weeks are a very important time for fine tuning, polish, and bug fixes. This means the PTB build will often contain bugs that are planned to be fixed before the update releases. We wouldn't not feel comfortable releasing the update at the time of the PTB on all platforms with some of those issues present. Having it on a separate test build allows us to start collecting feedback and prepare things for the release despite a few extra bugs being present.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776504#Comment_3776504
I can safely say that it's not for hype. It's far more exciting to have everyone experience it at the same time rather than splitting up people's first experiences between a PTB and live release. PTBs are mainly to find serious issues (balance or otherwise) before a release. We tend not to make radical changes between a PTB and release unless necessary because the PTB is the safest place to test major changes, not the live servers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776576#Comment_3776576
This is true, though PTBs at first were a little different than they are now. It was not standard for new Chapters to have a PTB before they released, this only became a recurring thing with the Curtain Call Chapter on the second anniversary.
What about having a separate thing to install for consoles so they can try out the ptb stuff? Something similar to Sea of Thieves Insider or Minecraft Previews that way it's still separate from the live version but console players are still able to test and give a wider range of data
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@Eleghost said:
It not the amount for the community challenges, it's the fact that you have to have that challenge selected in order for it to gain progress. Considering most people have previous challenges from tomes to do that give extra bp i don't think people want something to just sit there and give them nothing.
Also doesn't help that you can get the event tome done without bothering with the community challenges at all, kind of beats the point of having them to begin with imo
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One solution I think of is having a BP multiplier whenever you're in a swf, being capped at 100%. 2 people would give +50%, 3 with +75%