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Cydono

Cydono

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Cydono
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  • Instead of removing the cosmetics, they should:

    1. Fix their garbage reporting system so these clowns would actually get banned
    2. Implement a detection system so that people using slurs will get either chat banned or banned from the game. Other games have this, why can't DbD have it too?
    3. Add an option to remove in game chat unless toggled back on, and don't allow people to be able to talk in game chat for 24 hours if constantly being toggled on/off

    Looks like another knee jerk response by BHVR instead of actually taking a minute to think of ways to permanently curb the issues.

  • @ItzZane_ said:

    Did they remove them bc ppl were racist while playing as the cosmetics? Or what? I dont rlly understand tbh

    From what I understand:

    Some killers were intentionally targetting people to camp/tunnel, while using the Claudette mask for Bubba, then being incredibly racist after the game.

    I've never seen this happen since I've been playing, nor have I actually heard of it before until now.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2447592#Comment_2447592

    I think a lot of this is irrelvent as we've already acknowledged that these issues do exist on consoles and that we're working on a fix. Some PS4's users having switched to SSD's are not having further issues however, we're not about to recommend people go out and purchase an SSD to run the game.

    The users that are affected by these hitches/freezes etc, this is through no fault of their own - as we've said many times over the past couple of months.

    Same old story with the devs.

    "We're aware that there's an issue, we're working on a fix."

    Yet the issue doesn't get fixed.

    Consoles have it rough and I feel sorry for console players who have to put up with poor optimization and constant bugs.

  • @TragicSolitude said:

    I think BHVR changed something about the Bloodweb's RNG and it's having unintended repercussions. I've noticed that tier 2 perks are ridiculously weighted, so that people are forced to buy tier 2 perks before more tier 1 perks will be offered. (I hate this, btw. It's weighted but without any sort of contextual intelligence, so you can avoid the thing over and over and over again and it'll keep putting the same exact tier 2 perk on the Bloodweb until you are forced to buy it or never get another new perk unless you want to unlock one of the teachables. Having three teachables that take up four perk slots unless you purchase one of them is bad enough.)

    They've messed with the RNG and made it less random, and I think that's causing problems.

    No clue dude, but it's been fine up until Friday at least.

    Bit of a stupid bug because I doubt people will want to spend even more bloodpoints than they already have to.

  • @bjorksnas said:

    its a glitch that seems to occur when you get close to maxing out a character

    I've maxed out at least 4 killers over the past few days and I've never come across this until Legion tonight.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/120263/multitude-of-changes-that-should-be-in-the-works

    Two things stand out to me with this

    First, you want to change NOED back to how it originally used to be in 2016. Older players and the devs know for a fact that Haste as an effect doesn't have any real effect on the endgame because moving faster, but still potentially needing to go through two health states means you're just giving survivors a free sprint burst out the door. So, this is one of those things people keep suggesting, but never read up on patch history to see we've already tried in live several times.

    Second, the secondary totem slot idea gets passed around alot, but we've been told that the devs do not feel comfortable with adding more perk slots. Also, why do you want to revert the most recent totem buff of not having survivors know that a hex is in play till they are effected by it? In general it feels like a lot of individual thoughts when into the hex ideas, but not enough thought went into could the game as it exist with the team that currently exists developing it make sense. Take them around the block a couple more times with that in mind.

    I agree with the need for smaller maps, but I don't agree with you thoughts of Dead Hard. Dead Hard's problem isn't interaction with killers that makes it fail, but its interaction with server ticks that makes it fail. Setting it to an absolute priority wouldn't fix anything there and would only serve to take the counterplay out of it. Remember, killers have been able to time a lunge on Dead Hard before servers were a thing. It's intended design for it to be countered in that way and it means that you have to Dead Hard with proper skill rather than just hitting the button. As a perk there is a lot of Dead Hard specific tech that makes the perk very strong.

    Matchmaking changes would be fine, but before we can fix matchmaking we need to increase the difficulty at which survivors move up the ranks. For killer it becomes extremely difficult to rank once you start hitting low green to high purple. The climb slows down and you have to draw the game out and toy with survivors more to get proper emblem score. If you lose really fast or win really fast you end up depipping yourself. Survivors can do enough to pip without escaping and in general have lower score thresholds for maximum emblem scoring. If that doesn't change you will still see unskilled players at every rank which is what matchmaking moot in most cases.

    I probably didn't explain my idea with NOED very well.

    Basically, it's active so long as the totem is up, not just at the end game. Buff up the haste slightly, after 10/15 seconds of being in a chase, you gain that haste effect (bloodlust stacks with it). The problem with NOED currently is that it gives people an easy way out of a bad game.

    The totem idea I had isn't an extra perk slot. It's a totally different slot in the loadout, specifically designed for hexes. Killers still get four perks, but moving the (currently) 6 hexes shouldn't be completely game breaking. As I said, the survivors get notified at the start of the game that a hex is on the map. Survivors have to determine what it actually is. Keep the hex totem hidden until four dull totems are cleased. It means it's an extra objective for survivors to complete and on top of that, it gives survivors something to actually worry about.

    The counterplay to dead hard is either bait it out or wait for survivors to use it before actually swinging for a hit (i.e. right behind them). I've played against Dead Hard pre-dedicated and post-dedicated, and my strat always remains the same. My suggestion isn't taking the counterplay out of it. Using Dead Hard, getting exhausted and STILL being hit I get is a case of latency in some cases. But having that "second chance" perk fail should really constitute some kind of attention by the devs.

    The thing is, with a lot of threads I see about gen times/map design, no one actually takes into account the size of the map. If maps across the board were smaller, games would be way more balanced. Then Ruin wouldn't be (and no longer will be come next patch) such a crutch for killers to use. Increasing the gen repair times would be counterproductive as survivors will always bring toolboxes no matter what.

  • Nobody has any ideas I guess?

  • Newer players, yes.

    Players who can't hit great skill checks to save their life in red ranks? They only listen to red rank survivor mains who want the game to be as easy as possible for them.