DeathwingDuck
DeathwingDuck
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Hawkins is plagued with this issue. I counted at least 3 areas just now where there is massive rubberbanding as survivor. This of all maps needs to be disabled immediately.
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As Survivor: Depends on how the match goes. If I actually get to do stuff and don't get shut down and endgame is reached and people escape, I consider that a win regardless if I live.
For Killer: 3 Kills by any means (DCs are still kills, but the win feels hollow if they're early DCs so it isn't a real win in my book).
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307828#Comment_3307828
I was about to say the same thing.
People would 'give props' and write insults and threats, effectively bypassing people who have muted the endgame chat & have private profiles.
Could add a toggle to turn the notifications on and off, as well as a "block/report" button for this instance. Or maybe make it so if endgame chat is turned off or private profile is on, the message still doesn't send.
I did actually think prior to posting, this could be a problem, but I figured I'd post anyway. Appreciate the input. As it stands now the ingame report system is worthless. And as far as I know any of those proposed changes I heard about awhile back to give more meaning to the system hasn't actually been implemented yet if it will ever be.
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Yea I saw this and I already knew about the FOMO stuff before that video popped. Didn't realize they were also removing cosmetics that have been in the game for awhile.
Because of this I'm not buying anymore cosmetics regardless. This is predatory monetization and I'll have no part in it.
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Winning isn't everything but losing on a regular basis does get boring and discouraging after awhile, even in a party game like this. So yea I do like winning every now and then. I also don't like feeling punished for winning, hence the topic.
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@Sonzaishinai said:
Mmr is not a progression system nor is it in any way a full indicator on how good you are.
All it does is try to bring an equilibrium to the number of deaths and escapes in a match.
Nothing more, nothing less
Grades are the extra rewards you get for winning.
2nd time I've seen a response like this. Thinking MMR is a bigger problem for this game than I thought because I don't think it does bring equilibrium to kills/escapes.
It just made getting 0 kills more frustrating and getting 4 kills less fulfilling. And my rates of wins to losses or breaking even with 2 kills really hasn't changed, only the means survivors and killers bring with them either to win or meme.
Point still stands. If they're sticking with it, might as well try to alleviate some of the frustration. Getting rewarded just for time played isn't enough.
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@jesterkind said:
I am once again reminding you all that the MMR system is not a progression system and there should be no expectation of reward nor incentive to get max points in it.
It's just for matchmaking. Some more rewards for playing consistently would be pretty great, but that concept is completely divorced from the MMR system.
Even if that's the case, it does feel like it is actively punishing you for playing well, regardless of its intention.
We know it exists and what it does and hiding the rating doesn't change that.
And what the game rewards you for is not for skill, but for time played, which isn't enough to be worth it anymore. If you're calling it "skill based matchmaking", at least give us something to acknowledge this supposed "skill." Otherwise it isn't worth the frustration of getting good at the game as the fun of the gameplay itself starts wearing thin.
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That they finally create a team of people dedicated to fixing bugs and looking at desync.
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If you're referring to the PTB vs. now yes when they were both in PTB they were weak because they were both rough around the edges. Blight's collision registration on a lot of objects was too large, he couldn't even get through doors even when directly staring at them head-on. The twins were just incredibly broken and buggy in general. And no one really knew how to play either of them.
A few weeks after live and you'll start to see their true strength come out, mostly because the numbers or their powers were tweaked, in this case for both it's for the better.
Any time I ever heard a person (in my own experience) say for these killers that "This killer right now is weak" it's followed up with a "but... they have potential to be strong" and its usually when the PTB is first released.
Now strength aside... what about fun factor? Blight trumps The Twins tenfold. I have no interest in playing a killer where their ONLY strengths are slugging and camping, having 0 map pressure if they don't. And that's the Twins in a nutshell. You have to play incredibly boring (in my opinion of course) to have a chance at winning with them. Blight on the other hand is strong yet fun to both play as and against. He's hard to counter, but not uncounterable, and it's fun to bounce around and learn when to use your power and when it's better not to, what you can bounce off and what you can't. He can pressure the map naturally, and if you're really experienced with him you won't even need perks to slow down the match, you can just do that on your own.
I'm guessing this is why you're finding some people now that are still saying The Twins are weak, because those people want to play that killer in their own way but they can't, because this killer demands a certain playstyle to win.
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I haven't played new Ormond enough as killer yet (I've got it like maybe twice and keep getting Autohaven and Macmillan), but I feel like it's much easier to down survivors than it was before (could also be because scratch marks and auras aren't half faded like they were before).
The main building is still strong but... not as much? Still feels better than it did before I think.
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Premonition is what you run as a solo survivor if you don't have spine chill. While premo' isn't bad, spine chill trumps it easily. more info and a slight speed boost.
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@Mandy said:
I've let the team know @Crypticghoul I know they tested it thoroughly before this hotfix and couldn't find an issue, that's why this is so problematic. I've told them again that we're having reports of the speed not being right in Frenzy so I am sure they will give it another look into. It's really weird, I'm having people saying it's fine and people saying it's not and no evidence which is the first thing I'm going to get asked for.
Hopefully we'll get some video evidence to show something.
This is appreciated, so at least I know they'll look at it. I was hesitant to respond cause honestly the 5.2 m/s boost that he gets from feral frenzy is a more subtle difference than most other killers with movement based powers/abilities. And FOV does make it look like you're moving faster than you are. So it's hard to tell.
Knowing Legion isn't the best, I still enjoy playing them, so I hope they get to fixing the speed boost bug soon if there is indeed one.
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At this time they could replace his slowdown add-ons with something else entirely and I think he'd be fine, or at the very least make them unstackable (which is what they should have done in the first place). I only ever use 1 slowdown add-on when I do my pallet freddy build, since it's kind of a meme build more than anything.
Snare freddy is strong as it is. Stacking the slowdown add-ons with slowdown perks I think is what is driving up his kill rate. Bad killer players can get 4Ks simply by boring the survivors to death (or more realistically they drain all their means to defend themselves against freddy).
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It's a problem with how their legs bend in the lobby, Julie for Legion has a similar problem with her Bush Party outfit. In a match it's fine, but it looks REALLY awkward in lobby because their legs don't move independent of their rear.
Funny thing though is Julie's Bush Party outfit is the only time this occurs for her. Her other outfits look fine. (Yea I stare sometimes, don't judge me, lol).
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It's a test lasting 3 days, and if you're getting to higher than bloodlust 1 in most of your chases you need more practice at running loops. Play some survivor and see how it works, it helps a ton on the killer end.
Or play antiloop killers like Freddy or deathslinger and you'll never have to worry about it.
Didn't get that you might have been sarcastic initially but legit I've seen people up in arms about it, lol.
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Most of the time survivors will do that to give you a free hit. Sometimes they'll do it as a distraction, other times if you don't smack them out they might leave it and attempt a save if someone's on hook, other times of course they'll do it to teabag and be a richard. There's a multitude of reasons why survivors hang at the gate exit. As a killer I don't care. It's only mildly annoying if I have a short fuse that day, otherwise I just shrug and hit em out.
I do it as a survivor for pretty much all the reasons I listed except to teabag and be a dick. If a killer has had a bad match that went quick I'll sometimes hang at the gate just so they can get a bit of extra bloodpoints from the hit out.
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I mean... I wouldn't consider Ace virtuous, he did intentionally throw a fight and bet against himself so he could win big. I imagine he's quite the grifter.
And didn't Dwight poison his boss at one of his jobs?
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I like that the glowing eyes shine off the rim of the hood. Preppy Julie is by far my favorite legion skin, but I like to call it "Rachel Amber," lol.
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I earned 3 as killer just now. Despite the challenge saying it's for both sides it only seems to work for killer for some reason.
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I should also add I was playing Survivor. I'm not sure if it's bugged for Killer as well. The challenge allows for both to finish it so I can't see why it wouldn't be bugged for killer, too.
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An actual team of people dedicated to regularly pushing out hotfixes for the game's many bugs and glitches.
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I would think that Nancy and Steve possibly saw Halloween, Texas Chainsaw Massacre, and Nightmare on Elm Street, so the fact they see a spitting image of a killer they thought was fictional right in front of them could actually make it all the more terrifying, which is kind of a neat concept. Didn't that one girl in Stranger Things, Ida? The redhead girl, dress up as Michael Myers in a Halloween episode? So we know Halloween exists as a movie in Stranger Things.
But yea seeing a horror movie icon come to life in the Entity's realm I think is very much happening and I don't doubt survivors may in fact recognize them. The lore just doesn't go that deep. But who knows maybe we'll get a little quip about it at some point.
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Should have added that when the huntress was next to me, she was using her hatchet, not M1.
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For survivor it's spine chill cause I play solo most of the time.
I don't really have one I run on EVERY killer but Monitor and Abuse is a personal favorite.
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I get DS/Unbreakable way more than detective's hunch or inner strength, but I get to red ranks as killer pretty easily.
Most survivors don't care about ruin until they notice you can pressure the map well. Unless they happen across a hex in their travels, they'll just push gens cause really what else are they gonna do?
Just my experiences though.
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It certainly enhances snare Freddy when I use surveillance with it.
But I haven't used it on a killer like Pig yet. Corrupt/sloppy or corrupt/pop I feel would still work out better for a killer like her. Don't have to worry about totems, map is artificially small for 2 minutes, sloppy slows healing or pop's instant regression is good if you get early hooks.
Ruin/Undying is a good meta probably for most killers, just better at it's job on some than others.
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It is... and that's probably why. The only bug is my reading comprehension I guess. >.<
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PC killer here and I actually ratcheted back some of my builds since crossplay went live. On top of that my Pallet Freddy build, which is fun to run but not so hot against organized groups, is seeing better matches. (I linger anywhere between ranks 3 and 6).
Dominating some matches but I have noticed it isn't always a pushover after the 1st day. I would say it's refreshing. When console survivors start adapting more and more it'll get even more interesting.
And for anyone curious what my pallet Freddy build is... Perks are Enduring, Spirit Fury, Brutal Strength, Fire Up. Add-ons are swing chains or jump rope, and usually paint thinner.
If you want tracking use BBQ or whispers over fire up. I just use Fire Up for fun and already good enough with base tracking usually.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1341801#Comment_1341801
Wearing default cosmetics can be such a smart move because other players immediatly think you are an inexperienced player.
This is interesting because since even when I played killer mostly I always had the mentality of "expect the worst, hope for the best." Even if I saw default cosmetics I expect people to at least be playing competently.
Translates better to survivor. Even if I see killers wearing only the glowy eyes at most I assume they know what they're doing. This is the worst game to underestimate your opponent IMO, especially with how RNG can influence a match.
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I had another idea for this outfit in particular. Make it so the hood is down when the head portion of the cosmetic isn't used, but have it be up when it is used.
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It has to be that way due to the endgame collapse, otherwise I could see it being a problem if they kept it the old way, where 2 gens needed to be done.
I'm mostly a killer main and I don't mind it. It moves games along and I don't feel like I lost regardless if they find the hatch before I can close it.
The potential desync when you close it is a bit frustrating but that's a rare occurrence, and an issue for dedicated servers, not for the mechanic.
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Just happened to me... looks like it's back. Awesome. :/
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Legion's good if I want an easy win or a nice laugh as survivor, unless they do the "break chase and wait for down", then I sleep. Most of the killers I feel are fun to go against, it's only if they play a really unfun build or in a certain style where I don't like it.
Except for Clown who is by far my least favorite to go against. Nurse is ok if the match doesn't end in less than 5 minutes.
Trapper and Hag are frustrating but still fun to go against, especially if traps are well placed AND unexpected.
I like Spirit's unpredictability, gets a little frustrating if they run Ruin, though. I actually REALLY like going against Doctor since I'm more likely to get chased. He's also fun to play as because of it.
