We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.
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Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
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We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
A few suggestions to improve solo queue
Alcuin
Member Posts: 460
- I don't have any desire to go on discord and find others to SWF with and none of my family and real-life friends play DBD. My suggestion, then, is to allow survivors to ready up with their current teammates for the next match. A competent survivor will recognize a fellow competent survivor; if they're both solo, they might want to play with each other again. This would be a quick, easy way to ensure your games go well for the session. Fortnite has this feature and it improves the experience when you know that people you're playing with are reliable and won't leave the match in the first two minutes. If you wish to add them to your friends list when you're finished playing, you can.
- Make a perk like Object of Obsession but for the survivors to see each other's auras. Every 30 seconds, all survivors see the aura of all other survivors for three seconds. I'd actually make it basekit, and it can't be affected by Fearmonger/Mindbreaker. I imagine that Thanatophobia will be become a staple of a lot of killer builds going forward, and I have no interest in working on a gen for nearly two minutes without knowing what my teammates are doing. Seeing auras are a necessary part of effectively playing solo survivor and it also gives the trial a story-like quality. There are perks that balance the game, ones that augment a power or ability, and others that are fun. There are a few perks, though, that act as a narrative to the action. Adrenaline and, yes, NOED are examples of this (a lot of end game perks are). The developers are moving away from this, though; you can stab at your aggressor but not when the exit gates are powered. It's supposed be some sort of competitive thing, now. Fearmonger's only justification for its strength is that it has the narrative aspect to it; you're too on edge to get the most out of your physical and sensory functioning. But, if this game is supposed to be competitive then it is not fair to negate a solo survivor's entire perk loadout with something like Fearmonger. Just do away with blocking solo survivor's ability to see auras.
- No more tome challenges that require a survivor to actively throw the match. Kill rates are around 55% according to the latest figures and SWF survive at 15% greater rate than solo survivors. With the proposed changes, killers will kill at a greater rate and SWF probably won't be affected too much. Solo survivors are going to bear the brunt of the change. Thus, the less a random teammate deliberately takes a hit while vaulting a window to complete a challenge the better.
- Solo survivors are at the bottom of ladder or the pyramid or whatever and it obvious. If we're only expected to be NPCs in a killer's power tripping fantasy, then there are better games to play and better ways to spend one's time. I've always enjoyed this game and I play both sides. When playing killer, satisfaction comes from using the character's power effectively. When I play survivor, I like to survive the trial, of course, but it has that story-like quality that makes it fun. Is the Nea a juicer or is she going to urban evade on the edges of the map? It is always different each trial. If the proposed changes go through, though, this is going to be lost.
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Comments
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- Good idea, I've seen that in other games, where you can keep playing with the same people without having to add each other to friends list
- There's already lots of decent aura reading perks in the game. GIving survivors a basekit aura read, even if it's only a few seconds at a time, would make those much less useful (Bond and Empathy are two of the best ones to me.. well the best one is Aftercare but it stops working if you get hooked. Empathy is a good way of knowing where the killer is if you see an aura running loops across the map)
- God yeah.. I hate those challenges, going out of your way to play in a way you normally wouldn't.. Like that one to take a hit while vaulting in the first level of the anniversary tome :/ (or the multiple ones to have others escape before you, among others)
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- I feel adding players is about the same thing? but i get if people just want to play for a sesh.
- yes the tome challenges have always been so tedious & throwing matches which is why i just stopped doing em.
- if they go through and stick with it then yes theyre going to lose a chunk of soloQ players
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