Best Of
Re: Trail of Torment does not need "Fixing"
exactly right - so this is a bug fix. Whilst we can pass the feedback to the design team IF anything is changed it would need to be done as a change - with design intention and reasoning, not a bug fix.
Mandy
Re: tired of power struggle being the most useless perk
again, it doesn't matter if its op because you just do the swing tech and it's a useless perk.
Re: Giving up seems to be so common now, why?
Not saying that the mentality is a justified one to have, but over dbd's ten years of existence, the game's pacing has been constantly creeping to a nature of whoever gets the better start is almost guaranteed to win. Back in the day, dbd matches used to almost always flip flop between survivors having the upper hand, to killers, and then back to survivors and so on.
The game simply isn't like that anymore, and I think the players realise this. Again, I'm not saying that this is a justified mentality to have, because a match certainly can be turned around in a lot of cases, but the chaotic nature dbd used to have really isn't a thing anymore, and so a bad outlook for the match's conclusion is going to be pretty demoralising, for both survivors and killers.
Re: Why Making the Blight 4.4m/s is a Bad Idea
An extra 5 second cooldown is not nearly enough to nuke how it feels to play Blight with how fast he can still catch up after power comes back, and if it does for you then half of the killers must feel like an absolute slog to play.
Re: Why Making the Blight 4.4m/s is a Bad Idea
I still don't really agree. Even if he is that bad on indoor maps, having a handful of bad maps in exchange for the second best power in the entire game isn't really a fail state.
Sure, if he really is that bad there, going forward it'd be good to try and address that without removing his weakness to indoor maps entirely… but in the meantime it's still a net positive. Blight's still far more fair overall to verse, and people still get to play the second strongest killer in the game on almost every map in the game.
Re: Psa to people who 99 gates. Please for the love of the Entity, OPEN THEM.
I personally find there are very few scenarios to leave a gate at 99, but THIS is the truest solo queue experience.😂
Re: Genuine Question - Why was the anti-tunnel and anti-slug scrapped?
I think they were between a rock and a hard place with releasing too much at once. If they released pallets one patch, Elusive another patch, self-recovery another, a decent anti-camp another, they would have had endless crying along the lines of, "Every patch is survivor-side BHVR hates killers!!1!" for like a whole year. But releasing them as a bundle gave the same results, with added, "the game will die!" videos. It feels like there's no winning approach.
Re: How to counter tunneling
Tunneling is a battle of attrition. Eventually it wins out unless your team is successful at distracting the Killer well enough. There is no guarantee it won't end in a 4k. It's a really dumb mechanic, in my opinion, but it is what it is.
Re: Giving up seems to be so common now, why?
the biggest catalyst right now would be that they promised to shake up the game and fix the tunneling and slugging issue.
which got reverted due to killers mains whining that they cant get easy games anymore….even though those low tier killers would've been more compensated overtime with more changes…
on top of the survivor soloq nerfs, perk nerfs, 90% perks released last year being useless or not fun to use overall (just look at fog-vials)
then killers like kaneki who are left unchanged and "bugged" for months on end.
soloq still being miserable with close to no improvements,
this is what you get. its like i keep hurting on you on purpose and promise to give you money for enduring the pain and then i keep hurting you, over and over. you would be tilted too.
Re: Giving up seems to be so common now, why?
Maybe because the game puts wholesome casuals trying to destress against tryhard streamers who wanna get the highest winstreak in an unranked mode. Nobody except masochists and the party who is stomping would wanna play that type of match. It just happens to be on the survivor side often because one bad survivor can ruin it for the rest.
How about we stop prioritizing queue times for the guys at 70%+ ER/KR who can't afford spending 10 minutes in the queue because they have no fair opponent? How about we don't let them add another free win to their winstreak count? Is that a srange concept for dead by daylight because its asymmetrical and special compared to the rest of the multiplayer games ever made?
Idk why dead by daylight despite being almost 10 years old now lacks a ranked and unranked queue, or just a proper matchmaking system in the first place. Most multiplayer games with competitive gameplay have some form of ranked/unranked separation.
Frankly im very tired of this degenerate, backwards matchmaking system which puts anyone with anyone. It's literally NOT fair at all. It feels completely random. Coupled with the fact that 1 survivor is mathematically unable to carry alone, it becomes VERY frustrating I feel like I am in a coinflip simulator. Am i gonna get good teammates or not? Am i gonna play against a competent swf who uses their brain or am i gonna play against 4 fishes flopping like they were just caught out of the sea? The game is held together by duct tape and announced but often unfulfilled hopes and dreams by the devs.
