Prepare for the forum shitstorm

Jesus Christ I can already see the rage in these posts. Gonna grab my umbrella.

Comments

  • @GoodBoyKaru said:

    right, context?

    More survivor buffs incoming

  • You have not earned

    The Contextualization Point

    The Thesis Point

    The Support Points

    The Complexity "unicorn" point


    0/100 try again

  • Eh.

    we shall prepare for… everyday DbD forums?

  • What are the buffs?

  • I'm already rock hard for the reaction the eventual Dead Hard nerf is going to get. I literally can't wait. Even if it's not tomorrow, it will happen, and it's going to be hilarious.

  • @JimbusCrimbus said:

    I'm already rock hard for the reaction the eventual Dead Hard nerf is going to get. I literally can't wait. Even if it's not tomorrow, it will happen, and it's going to be hilarious.

    I highly doubt it, people will just use SB instead

  • @JimbusCrimbus said:

    I'm already rock hard for the reaction the eventual Dead Hard nerf is going to get. I literally can't wait. Even if it's not tomorrow, it will happen, and it's going to be hilarious.

    thats wonderful

  • @Minecraft said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727938#Comment_2727938

    haha you've been complaining about it for ages and it just got buffed. keep dreaming. noed is gonna go before it happens

    Strictly speaking, Dead Hard was indirectly buffed by a dedicated server change. It will get nerfed long before NOED, especially since NOED isn't even close to OP, or as powerful as Dead Hard.

  • People will be eating their words if there are killer buffs announced tomorrow lol.

  • @GannTM said:

    People will be eating their words if there are killer buffs announced tomorrow lol.

    hopefully they taste good :

  • @GannTM said:

    People will be eating their words if there are killer buffs announced tomorrow lol.

    These people will just ignore any killer buffs and call the devs survivor sided and cry.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727960#Comment_2727960

    These people will just ignore any killer buffs and call the devs survivor sided and cry.

    It’s the same killer community that still thinks DS is OP. I’m not really surprised if they do cry unless the devs give them the ability to block all gens for the whole match.

  • @GannTM said:

    People will be eating their words if there are killer buffs announced tomorrow lol.

    I already stated in a post earlier today that if I am wrong I will say so and say kudos to the devs. I'm not really holding my breath, though. And they need to be meaningful buffs. I'm not going to take a TOTH like "buff" as anything. If I had to bet physical money there will be no meaningful killer buffs, I would. Because nothing from day 1 notes or the past year or so of development has lead me to believe any such things are coming.

  • @GannTM said:

    People will be eating their words if there are killer buffs announced tomorrow lol.

    @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727960#Comment_2727960

    These people will just ignore any killer buffs and call the devs survivor sided and cry.

    killers could get a superbuff and survivors get, like, a change to Deja Vu to make it a better information perk and they'll still say the devs do nothing for killers and it'll become a new meta perk because it'll constantly prevent 3 gens and ensure survivors have 100% guaranteed info on where to go next or something equally as idiotic as that.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727970#Comment_2727970

    It’s the same killer community that still thinks DS is OP. I’m not really surprised if they do cry unless the devs give them the ability to block all gens for the whole match.

    Who thinks DS is still OP?!

  • They will be "forced" to use Sprint Burst and they won't accept it willingly. Also Sprint Burst can be countered with Fearmonger.


    Meanwhile, us, the Lithe enjoyers will continue our life undisturbed.

    descarga.jpg


  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727960#Comment_2727960

    https://forum.deadbydaylight.com/en/discussion/comment/2727970#Comment_2727970

    killers could get a superbuff and survivors get, like, a change to Deja Vu to make it a better information perk and they'll still say the devs do nothing for killers and it'll become a new meta perk because it'll constantly prevent 3 gens and ensure survivors have 100% guaranteed info on where to go next or something equally as idiotic as that.

    Nothing like that ever happens though lol

  • ive been on this website since june 2018, near enough when it was created, and i can absolutely assure you that has happened plenty of times before, and will happen again.

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727944#Comment_2727944

    They will be "forced" to use springburst a they won't accept it willingly. Also Sprint Burst can be countered with Fearmonger.

    Meanwhile, us, the Lithe enjoyers will continue our life undisturbed.

    https://us.v-cdn.net/6030815/uploads/7MJBO7L20LYT/descarga.jpg

    Head On users reading this thread like:

    Screenshot_20220102-124659_TikTok.jpg


  • lol

    these forums are actually great entertainment

  • So, what was this recent survivor nerf and killer buff that was complained about and when was it?

  • @GannTM said:

    People will be eating their words if there are killer buffs announced tomorrow lol.

    I feel like people only think survivor buffs are coming tomorrow because of the developer update today. Which is weird because they strictly said in it that it's early enough in development that it will possibly be scrapped. It wouldn't shock me if there's some level of survivor buffs coming up, there always are even if it's just a useless perk getting better but staying useless.

  • @OnryosTapeRentals said:

    https://us.v-cdn.net/6030815/uploads/ADXAFC4T2ILQ/image.png

    Ok, I'm prepared...

    But what exactly are we preparing for?

    This made me laugh so hard, I love it

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727999#Comment_2727999

    So, what was this recent survivor nerf and killer buff that was complained about and when was it?

    I never even said that happened.

    and… we both know even if I gave a legit example you wouldn’t accept it either way.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727960#Comment_2727960

    https://forum.deadbydaylight.com/en/discussion/comment/2727970#Comment_2727970

    killers could get a superbuff and survivors get, like, a change to Deja Vu to make it a better information perk and they'll still say the devs do nothing for killers and it'll become a new meta perk because it'll constantly prevent 3 gens and ensure survivors have 100% guaranteed info on where to go next or something equally as idiotic as that.

    I typically agree with you GoodBoyKaru but I'd bet 5 dollars rn that the killer buffs if we get any tomorrow will read like

    ' hiting someone as legion doesn't reduce the cool down on FF as much"

    And

    "Billy's chainsaw now returns to normal after overheating slightly faster"

  • This place constantly has laughably bad takes, what makes tomorrow special?

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728013#Comment_2728013

    Novel idea but why don't we wait and see what they will be (if any) before judging them...?

    Not judging I made a prediction damn don't know those were illegal nowadays

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728013#Comment_2728013

    Novel idea but why don't we wait and see what they will be (if any) before judging them...?

    Nope.

    Too late.

    the judging has already ended. The actual changes are irrelevant.

  • What's this dev update?

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727984#Comment_2727984

    I typically agree with you GoodBoyKaru but I'd bet 5 dollars rn that the killer buffs if we get any tomorrow will read like

    ' hiting someone as legion doesn't reduce the cool down on FF as much"

    And

    "Billy's chainsaw now returns to normal after overheating slightly faster"

    i think the only other time they split a dev update in half was 5.3.0, when there was such a massive volume of changes, the majority of which were good. i have (most likely misplaced) hope that the second half will also bring news of some good things, with Wednesday (PTB patch notes day) rounding it out with the changes nobody likes.

  • @Afius said:

    What's this dev update?

    here's part 1

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/0ERF0P98HDK8/announcement.png

    Happy New Year! We’re back after a quick break and jumping right back into things with another developer update. Like last time, there’s too much to go through in one sitting, so check back tomorrow for part 2. Most of this will appear in the upcoming Mid-Chapter, but we also wanted to be a bit more transparent with what we’re working on for the future. For the sake of clarity, we’ve marked anything that’s for a later update with “Future”.

    https://us.v-cdn.net/6030815/uploads/G7427991HROQ/performance.png

    Future: Patch Optimization Plans

    Depending on where you play, it can either take a while to install a patch or patch sizes can be unusually large. Needless to say, this isn’t ideal: When new content releases, who wants to wait around for it? That’s why we’re working on improving the update process going forward.

    First of all, why does it take so long? To keep it simple, the game is split up into small chunks. This way when the game updates, you only need to download the chunks that changed rather than the whole game. The trouble is, as the game has grown over the years, so have these chunks, which makes downloads and/or patch times (depending on which platform you’re on) longer.

    So what are we doing about it? In the short term, for Steam only due to technical reasons, we will be compressing the files more starting this Mid-Chapter. This will make patch times as much as 50% faster and decrease the amount of disk space required by about 18 GB.

    Next, we’ll be restructuring these chunks in a future update. This will affect all platforms and make patch times up to 200% faster!

    IMPORTANT NOTE: In both cases, these improvements will require you to completely redownload the game. This means there will be a very large download when updating or opting into or out of the PTB. Don’t worry, this is normal! Afterwards, updates will go back to being much smaller.

     

    https://us.v-cdn.net/6030815/uploads/H4VK1AGDPFQQ/matchmaking.png

    Future: Matchmaking Optimization Plans

    We’re a few months into Skill Based Matchmaking (SBMM), and we’d like to shed some light on what we’ve been working on and the improvements we’ll be making going forth. Though it may be polarizing, we want to be as transparent as possible when it comes to SBMM, as the discussions that stem from it are incredibly valuable to us as we continue to work on improvements.

    The game and the community are constantly changing, and the matchmaking system should always be adapted to support them. This is why we’re constantly making changes behind the scenes. One recent example came from an influx of new players. We noticed that the default rating was placing first-time players against some fairly experienced opponents. So, to remedy this, we lowered the default rating for new players so they would be more likely to play amongst each other. We’re regularly making changes like this behind the scenes to find the best balance of fast queues and quality matches.

    Beyond small tweaks, we’ve identified some areas where the system could be improved. Let’s run through each of them quickly:

     

    Backfill Improvements

    If someone leaves a lobby, the matchmaker needs to find a replacement (a.k.a. backfill). Right now, it heavily favours a quick replacement over a quality one. This can lead to some matches where one (or more) players are outside of their normal skill range. We’re going to work towards finding a good balance between quality and wait times.

    Disconnection Handling

    Currently, the SBMM system doesn’t handle disconnects as well as it could. We’re looking to make adjustments to handle them better and make sure disconnects are treated fairly when altering someone’s rating.

    Extended Breaks

    When someone takes an extended break from the game, their rating does not change. This isn’t ideal since you’re bound to be a little rusty after not playing for a while, and returning to difficult matches is a recipe for a frustrating night. We’re hoping to introduce a mechanic that adjusts your rating(s) when you’ve been gone for a while to ease you back in when you return.

    General Improvements

    This one is a little more technical: The game will detect which server you have the best connection to and match you with other players who are close to that server. This works well enough, but if you’re right between two servers, you’ll only be matched with one set of players. For players who have good connections to more than one server, we’d like to open up matchmaking and allow them to find matches with either set of players. This can help balance out queue times at off-peak hours and even improve the quality of the matches made.

     

    As a note, these changes will take a while to develop, but we’re confident that these will make notable improvements on the matchmaking system.

     

    https://us.v-cdn.net/6030815/uploads/JW8CDFZPQFJZ/lonelysurvivor.png

    Future: Solo Survivor Experience

    If you’re reading this, you’ve been left on the hook at some point. Okay, maybe not, but the chances are very high.

    Thanks to Skill Based Matchmaking ratings, we’re able to see the impact playing with a premade group has on the outcome of a match at various skill levels. The data confirms our suspicions: As skill goes up, so does the gap in survival rates between solo survivors and premade groups. In the top end of skill levels, the difference in escape rates can be as much as 15%.

    This isn’t great: This difference between solo Survivors and groups makes it difficult to find a perfect balance. If we balance Killers around premade groups, solo Survivors get left behind. Meanwhile, if we balance around solo Survivors, Killers will have a rough time against groups. With that in mind, we’re working on some measures to bridge the gap between solo Survivors and premade groups, which will allow us to better balance Killers as a result.

    We’re aiming to strike a balance between making the solo player(s) feel like they’re a part of the team without being overbearing. For example, we want to share key pieces of information, like “What are my teammates doing?”, but not too much info, like showing everyone’s exact location. To put it simply, the idea is to bring solo Survivors up to the same level, not give people excessive information that makes even premade groups stronger.

    We want to share a very early peek at one potential way of closing this gap. Before we do, we want to stress that this is in the very early stages; we’re curious to hear what you think, but please keep in mind that it may change or even be scrapped entirely.

    One feature we are experimenting with is a status icon next to each Survivor’s portrait in the HUD that lets you know what they are doing. This way, solo Survivors can base their decision around what their teammates are doing, and partial groups get a better idea of their solo teammates’ contributions, making everyone feel like more of a team. This is something that can already be easily conveyed with a quick callout over voice chat, but is currently not available to solo Survivors.

    Once again, this is a very early preview- so early that we’re still discussing this internally. Feel free to share your thoughts, but please keep in mind that none of this is final or confirmed. Depending on how things go, this feature may be changed or scrapped entirely before it ever sees the light of day. We wanted to be open about this and keep you in the loop: The gap between solo Survivors and groups is not going under the radar, it’s something we’re actively working on.

     

    https://us.v-cdn.net/6030815/uploads/BN3EZSCKDCB1/performance.png

    New Betas Tab

    Sometimes we think up some experimental features that we’d love some feedback and data on, but they aren’t quite ready to release into the wild just yet. Enter the Betas tab!

    Next time you head to the Settings menu, you’ll see a new Betas tab. Here, you’ll find betas for upcoming features that you can opt in or out of as you please. Want to share your thoughts on something early on? Awesome, opt in!

    The icing on the cake: You’ll be rewarded with extra Bloodpoints for the first bunch of matches you play with a beta activated.

    Unlike the Player Test Build, these Betas are also available on consoles. Everyone’s invited!

    So, the only question is, what’s the first beta going to be? How about…

     

    https://us.v-cdn.net/6030815/uploads/4H9ZQBKVMHFD/wiggle.png

    Wiggle Update

    Last year, we changed struggling from button mashing to skill checks, making it much more accessible and a lot easier on your buttons & keys. We’ve been working on a similar update to wiggling as well, and we’re finally ready to share it with you.

    Instead of mashing buttons, you’ll see a skill check while being carried- only this one has two zones and doesn’t go away when you hit it. Instead, hitting the skill check successfully will cause it to switch directions and gradually fill your wiggle meter. Keep hitting those skill checks to keep wiggling!

    This interaction keeps wiggling interactive while requiring far fewer inputs and is much easier on your joysticks, making it more accessible to players with repetitive strain injuries. Additionally, each side of the skill check can optionally be bound to a different button to further increase the gap between repeated button presses.

    This update will first appear in the betas tab, allowing you to opt in as you please.

     

    https://us.v-cdn.net/6030815/uploads/08PLAC60FA49/settings.png

    Toggle Interactions

    On the topic of accessibility, another feature that will be debuting with this update is a toggle mode for interactions. This new option, which can be enabled in the Settings, makes holding a button for long periods of time a thing of the past. Simply press the button to start the interaction and press it again to stop it.

    To go with it, you’ll also find a new option to cancel interactions by sprinting. Enabling this will automatically cancel actions and cause you to start running whenever you sprint.

    Our goals with these new settings are to make Dead by Daylight more accessible, and to provide an alternative for players that don’t wish to hold a button for the entire length of an interaction. Plus, this frees up a hand so you can take a drink while hitting skill checks! (We’ll still predict when you’re taking a drink and give you a skill check, though, that’s our favourite feature.)

     

    If you’ve made it this far, you’ve earned yourself a break from reading - check back tomorrow for part 2! But before you go, we have one last bit of news for today: The Player Test Build opens Wednesday, January 5th. See you there!

    The Dead by Daylight team

    part 2 will release tomorrow with wednesday bringing the full 5.5.0 patch notes

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727970#Comment_2727970

    It’s the same killer community that still thinks DS is OP. I’m not really surprised if they do cry unless the devs give them the ability to block all gens for the whole match.

    Make it you block the gens for the whole match and your next one and MAYBE it may be perfectly balanced.

    That happens every time a Survivor perk gets buffed or a Survivor gets announced at least with one of their perks, if I had a cent every time Killer mains have gone bonkers over useless stuff or buffs to non meta perks I would be made of copper... lets see the list:

    • Lucky Break: When it got buffed people claimed it would be stronger than Iron Will, still not meta altough you may see it from time to time.
    • Any Means Necessary: On release it would break the game, nobody used it, on buff it would break the game, still nobody uses it, most people who do rarely get any value out of it.
    • Breakout: SWFs sabo squads would bully the heck out of Killers, nobody uses and usually backfires, giving the Killer free hits or even free downs.
    • For the People: SWFs would just insta heal any downed teammate making it impossible to hook people, nobody uses it and half the time it backfires.
    • Soulguard: OMG INFINITE UNBREAKEABLE OP, only gets used with Unbreakable and its so niche half the people know you have BT effect from it.
    • Desperate Measures: SWFs would abuse this hard to end the split damage strat, nobody uses it.
    • Build to Last: When it got buffed it was supposed to send the Survivors into a golden age of genrush, math shows it actually makes gens slower, nobody uses it anyway (decent for medkit builds tho).
    • Smash Hit: Claimed to be stronger than Sprint Burst, its actually much worse, probably the worst exhaustion perk tied with Head On, nobody uses it.
    • Boon Exponential: Refer to Soulguard.
    • Overcome: It was supposed to end the era of Dead Hard and start the era of "HOLD W IS OP"... you guess it, nobody uses it (not that bad but holding W is very situational and SB and DH are way more reliable).
  • Good lord. They still can't admit a mistake, can they?

    If they want to bridge the gap between SWF and SoloQ; Just. Add. Voice Comms. Then balance Killers around that.

    Boom: SoloQ has the exact same advantages as SWFs, and Killers can be balanced around it. Easy bloody fix. No need to tiptoe with half-measures.



    But nope! They once said that voice comms barely affect the game, and they need to spend at least 4 years riding that stance into the ground before they will possibly, maybe admit that they might be, just a little but not really, wrong. Like their stance on Phase 2 of the Hook for years. 🤦‍♂️

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728028#Comment_2728028

    Good lord. They still can't admit a mistake, can they?

    If they want to bridge the gap between SWF and SoloQ; Just. Add. Voice Comms. Then balance Killers around that.

    Boom: SoloQ has the exact same advantages as SWFs, and Killers can be balanced around it. Easy bloody fix. No need to tiptoe with half-measures.

    But nope! They once said that voice comms barely affect the game, and they need to spend at least 4 years riding that stance into the ground before they will possibly, maybe admit that they might be, just a little but not really, wrong. Like their stance on Phase 2 of the Hook for years. 🤦‍♂️

    Voice comms won’t make people actually coordinated use them and you have still the problem that many people can’t talk to each other due to speaking different languages.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728013#Comment_2728013

    i think the only other time they split a dev update in half was 5.3.0, when there was such a massive volume of changes, the majority of which were good. i have (most likely misplaced) hope that the second half will also bring news of some good things, with Wednesday (PTB patch notes day) rounding it out with the changes nobody likes.

    I'm hoping your right and praying it's not pig nerfs 👍🙏

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728041#Comment_2728041

    No. I don't feel like getting yelled at by people who shouldn't even be playing the game every match.

    The real strength of SWF isn't voice comms; it's the ability to pick your teammates.

    Bunk.

    The real advantage of SWF is the voice communication. Being able to tell your friends, in under a second or 2, where you are, what you are doing, and where the Killer is in real time.

    Stealth Killers like Ghostface are countered by communicating in Discord. 'He's by Killer Shack' when he's sneaking is 100% BS. But that's what SWFs gives you; Discord voice communication.


    The devs, and Survivors, need to admit this break the game wide open, and then the devs can add it and balance around it. Because Killers beat SoloQ and SWFs beat Killers, because of Discord.

    And you could mute mouth-breathers who are screaming at you. And report them.


    But voice comms are broken, and everyone knows it. The devs should just admit they were talking out their butts about how little voice comms affect their game, then balance around it.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728052#Comment_2728052

    I mean whatever you say but I play SWF without voice comms and actually do better because I find having to listen to people talking over the game very distracting.

    Then you're an exception.

    There's a reason team-based games have in-game voice comms, and it's because teams work better when they can communicate.

    The devs need to just admit this, add it, and balance Killers around it.

    @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728041#Comment_2728041

    Voice comms won’t make people actually coordinated use them and you have still the problem that many people can’t talk to each other due to speaking different languages.

    People tend to play in their region, which has people who speak the same language. You're talking about a problem that rarely happens in ANY game with co-op and voice comms.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728028#Comment_2728028

    Good lord. They still can't admit a mistake, can they?

    If they want to bridge the gap between SWF and SoloQ; Just. Add. Voice Comms. Then balance Killers around that.

    Boom: SoloQ has the exact same advantages as SWFs, and Killers can be balanced around it. Easy bloody fix. No need to tiptoe with half-measures.

    But nope! They once said that voice comms barely affect the game, and they need to spend at least 4 years riding that stance into the ground before they will possibly, maybe admit that they might be, just a little but not really, wrong. Like their stance on Phase 2 of the Hook for years. 🤦‍♂️

    Voice comms have a huge problem, in Europe not everyone speaks the same language. Dont know about Asian servers but if Chinese, Japanese and Koreans get thrown in the same servers you have the same problem.

    @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727984#Comment_2727984

    I typically agree with you GoodBoyKaru but I'd bet 5 dollars rn that the killer buffs if we get any tomorrow will read like

    ' hiting someone as legion doesn't reduce the cool down on FF as much"

    And

    "Billy's chainsaw now returns to normal after overheating slightly faster"

    I dont think they should be giving big buffs to Killers if they intend to implement a form of comunication for Solo, once it gets implemented the game will change drastically and a lot of stuff will have to be rebalanced so its better if they dont waste time on stuff that may have to change again in a few months, for Killers they should put QoL, bug fixes, minor buffs to the weakest links like Legion and redesign/buff the worst perks (Insidious, Monstrous Shrine, Overwhelming Pressence, all Huntress perks etc), changes to CoH and stuff like that.

    What I mean is since the game balance is going to get screwed hard when Solo gets comms is best if they leave it alone for a while and focus on fixing stuff (except things that are in dire need of some tweaking like Legion).

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728041#Comment_2728041

    Voice comms have a huge problem, in Europe not everyone speaks the same language. Dont know about Asian servers but if Chinese, Japanese and Koreans get thrown in the same servers you have the same problem.

    https://forum.deadbydaylight.com/en/discussion/comment/2728013#Comment_2728013

    I dont think they should be giving big buffs to Killers if they intend to implement a form of comunication for Solo, once it gets implemented the game will change drastically and a lot of stuff will have to be rebalanced so its better if they dont waste time on stuff that may have to change again in a few months, for Killers they should put QoL, bug fixes, minor buffs to the weakest links like Legion and redesign/buff the worst perks (Insidious, Monstrous Shrine, Overwhelming Pressence, all Huntress perks etc), changes to CoH and stuff like that.

    What I mean is since the game balance is going to get screwed hard when Solo gets comms is best if they leave it alone for a while and focus on fixing stuff (except things that are in dire need of some tweaking like Legion).

    'Voice comms have a huge problem, in Europe not everyone speaks the same language. Dont know about Asian servers but if Chinese, Japanese and Koreans get thrown in the same servers you have the same problem.'

    Odd that that does not seem to be a talked-about problem for Overwatch, or CS:GO, or LoL, or DoTA...Why would this game be so magically different that regions would not allow voice comms?

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728062#Comment_2728062

    All of my friends are of the same opinion so I'm not convinced we're an exception 🤷

    @Mooks also raises a very valid point. Voice comms would not necessarily translate to better coordination because of language barriers, not everyone having a microphone, not having enough bandwidth, not everyone is verbal etc.

    As for region, people may all speak the same language where you are but on my street alone people speak 3 different languages. Just because it's not a problem you've encountered, doesn't mean it doesn't exist.

    Whatever. All I'm seeing is 'We should not add voice comms because I don't use them, and here's a thin excuse proven false by literally every team-based game in the past decade'.

    All so Survivors can keep SWFing with voice comms without Killers being balanced for that one thing that literally breaks the game; voice comms.

    Voice comms is at least 5 perks in one, without a perk slot, plus on-the-moment updates on the Killer. If you think this is not a huge problem, then you are in denial. And voice comms works in other co-op games, so I don't get this 'I won't work here' stance.


    Just add it and balance around it, or SWF will ALWAYS be stronger than literally everything else.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728065#Comment_2728065

    'Voice comms have a huge problem, in Europe not everyone speaks the same language. Dont know about Asian servers but if Chinese, Japanese and Koreans get thrown in the same servers you have the same problem.'

    Odd that that does not seem to be a talked-about problem for Overwatch, or CS:GO, or LoL, or DoTA...Why would this game be so magically different that regions would not allow voice comms?

    Not the exact same, those have text chat and you dont need to know english to understand "mid" "ward plz" "all B" "Bastion OP" etc and I played Dota2, believe me voice comms with random people were a HUGE problem sometimes certain people decide to start screaming in anger because they got ganked or starts blasting techno music high enough to cause pain in your eardrums.

    IF DBD voice comms also included text it would be the same as those and I would retire my argument about it.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728065#Comment_2728065

    'Voice comms have a huge problem, in Europe not everyone speaks the same language. Dont know about Asian servers but if Chinese, Japanese and Koreans get thrown in the same servers you have the same problem.'

    Odd that that does not seem to be a talked-about problem for Overwatch, or CS:GO, or LoL, or DoTA...Why would this game be so magically different that regions would not allow voice comms?

    because those games have a ping system iirc

  • If you're talking about the solo survivor buffs - from a killer perspective, I could not be more thrilled about this. It's a chance that we'll finally see the game balanced for SWF instead of being told "it's not that big a deal" while the game balances for players playing blind.

    If we have to get solo survivor buffed before killer is buffed so they can gather the data on how things look, so be it. The end result is addressing what I'd argue is the biggest and oldest problem with this game.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728003#Comment_2728003

    I never even said that happened.

    and… we both know even if I gave a legit example you wouldn’t accept it either way.

    "I could tell you but I don't want to."


    I'd have to assume it didn't happen then. I'd need some examples, which I am not getting.

  • @OnryosTapeRentals said:

    https://us.v-cdn.net/6030815/uploads/ADXAFC4T2ILQ/image.png

    Ok, I'm prepared...

    But what exactly are we preparing for?

    Nvm, MandyTalk removed them all LMFAO XDDDDD

  • literally no thread at all relevant to a massive shitstorm appeared, let alone a lot of them

    what are you even on about like you have 171,476 words in the english language to describe your point and you're using none of them

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728107#Comment_2728107

    Then MandyTalk must be a superhero because I don't think it's possible to remove threads that never existed ????

    Introducing the new killer in Dead By Daylight, The Community Coordinator. With her power, Supernatural Sense, she's able to select specific Forums threads using her supernatural senses and permanently ban the creator before they've ever posted it. The Community Coordinator's perks- Warned, Jailed, and Banned help to ensure order is kept in her Trial Grounds, and survivors that break the rules of the game are punished.

  • Lol and dota might but CSGO and overwatch do not

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