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Pok

Pok

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Pok
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  • To the people saying to look at hours played, you would be disappointed. I have 640h and I can't loop properly to save my life. I've never been past rank 6 as a killer, or rank 3 as a survivor (and that was when I was playing a lot), and overall I feel the most comfortable at purple ranks for survivors and green for killers. And I have friends with more hours than me who are even worse. I guess I am better than someone with less than 50h, but this is not a way to rate skill..

    That being said, I agree that the current system is terrible. it's true that ranks are not used anymore for MMR, and they have many problems, but right now, when I'm facing red ranks survivors, I can feel that they have red ranks skill.

  • It's a bit odd, but Adam. I'm not very interested in him or his perks, but I bought the spirit with shards before and I needed a character to spend my million bloodpoints.

  • To be fair, I kind of like them all. I hated Hawkins at release because it was impossible to find my way in here, and now I have the same problem with Midwich. But I'm guessing it will get better in time. And I really love the design of Midwich, so I'll have to go with Hawkins.

  • Doc (I only started playing him seriously after the rework), or trapper

  • Still can't figure out how to use this damn thing, not gonna change now

  • Do we have to start again on ruin?

    My opinion is that for old ruin:

    yellow/brown ranks = Extremely effective, survivors can't do a gen with ruin

    purple/red ranks = almost useless, veteran hit almost all skillchecks, or got rid of it very quickly, knowing most of the totems spots.

    This was litteraly an anti new player perks for me. Not counting people experiencing lags on skillchecks, and the randomness of totem locations. But every excuse is right for crying again on devs hating killers. DS was nerfed a lot.

  • 3rd hook because I messed up in chases? I don't understand why this option isn't here, it's like you cant loose because the killer is just better than you..

    And also, in my experience, it's uncommon that people simply leave me on the hook. Most of the cases when this happens is because the unhook would be way too unsafe, and honestly I don't blame them. I think people on this poll are not completely honest or just remember their bad games..

  • Strongly against it

    in Voice chat Comment by Pok
  • I may be wrong, but I believe sacrificing on hooks count as "killed by any means". Or at least it counted in tome 1..

  • @Cheeki_Beaky_Bird said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144663#Comment_1144663

    I was more referring to killer, as I said earlier, survivors really have no need to DC in most cases where the game isn't being held hostage because of how quickly they can kill themselves.

    You've somehow gotten the erroneous impression I play a lot of survivor - I occasionally touched it but found holding M1 for a minute+ at a time boring as hell.

    https://forum.deadbydaylight.com/en/discussion/comment/1144664#Comment_1144664

    That's pretty debatable. If a killer where to just stop playing instead of disconnecting, would the survivors be any less screwed? They now need to spend even more time to get out of the trial and back into que. Is that what we want to encourage?

    I prefer a killer who stops playing to a killer who DC personally. At least I get to do my objectives/challenges and my points. Of course I would prefer a killer who actually plays but it's just frustrating for me if a killer DC early.

    And as you said, we are all humans. You may be a frustrated human, but if you DC, you just make 4 more frustrated humans. I understand that the game matchmaking is absolutely horrible, but I can't encourage DC as a solution

  • I feel like half of the totems are in good spots, and half are in open spots. But anyway sometimes as a survivors I run past a totem 10 times before seeing it and sometimes I just find it well hidden in a bush in the first minutes of the game so I think some placements should be reworked, but it will always be impossible to make it consistent.

    Maybe a perk that blocks totems for the beginning?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141568#Comment_1141568

    No. Tomes will only include original characters that can be purchased with Iridescent Shards. Any character that can only be bought with real money or Auric Cells will not be required for a challenge. Their perks may be, but in that case, they will appear in the shrine for a week around the time the challenge is added.

    Nice, anyway they already have their story insta their franchise. I'm only sad about Ghostface which is an original character in a licensed costume :/

  • I guess.. bye? I don't really know what more can be done, I think I saw a post somewhere where they will look into the fact that people run in lockers to use it, and otherwise if the survivor wants to get downed to DS, he will just be slugged and it's his own fault. I get it, it's frustrating, but it has counterplay and it's a way to slow hard tunneling (I got two hard tunnelers in a row today, they still exist..).

  • I'm with the majority \o/

  • That's why lore, off topic and creations are the best parts of the forum xD

  • Absolutely not. You are already way nicer than most moris killers I face..

  • I don't really know, I wrote this because it's a really weird word for a favorite word, I guess it just sounds good xD

  • This is the diminutive of the username I've been using for almost 10 years

  • French, and I love the word "gallinacé" (it's basically a chicken) don't ask me why

  • I'll start: I first heard of him by stumbling on a video studying the possibility of Pinhead as the next killer when the leaks on Ghostface first came out (the sounds datamined). I then read some things on the Hellraiser saga since I found him interesting

  • For Valentine's day, I got drunk with a bunch of friends. Best night I had in a very long time. It made me realize once more that I don't need someone to have a good time even if this little fear comes back from time to time. I think I'd rather focus on improving myself before I can start looking for someone else.

  • To be honest my dream is to find one. It might be a bit sad said like this, but I really want to find something (or someone after all) that really peaks my interest and makes me want to work the hardest to get it.

  • The last chapter doesn't give me this feeling at all

  • @FogLurker said:

    We need a proper sandbag game mode. A special map for 1 killer, 20 survivors, 19 hooks. All the survivors try to screw each other, killer just goes on a smacking spree. Last survivor alive gets a guaranteed 32k BP. Slugging doesn't work as survivors have built in unbreakable. The incentive for unhooking is survivors get 1% more movement speed and it stacks with every unhook.

    Random idea, seems fun for both sides. The only point of this would be for fun.

    Dead by Daylight: battle royale mode.

    It sounds so fun, but terribly unrealistic xD

  • I really hope this is their priority now, I don't even care about balance at this point..

  • Wonder how you can know this

  • Just leave it a few days, maybe a week, and maybe try him yourself, it's really too early to say

  • The Chainer? Don't know if somebody tried this one :D

  • It feels way easier to sabo save than before especially if you are solo. Wait and see how it turns out, and we'll see.

  • @dizbruhlikesthering said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103796#Comment_1103796

    This is the exact reason they should add Laurie Strode cosmetics that represent her in the newest halloween movie. Talk about badass mom in her 60's.

    I dream of this, but isn't there a copyright issue since it's not the original movie?

  • You started out as a bit naive, and you ended up as a major jerk. And to be fair, I suggest you present your idea to actual 3rd graders, they might agree to this. Nobody here will have to flex his life like you do to be taken seriously

  • This is.. insane..

    Btw parents/busy people usually don't spend 12 hours a day on DbD with at least 6 shorter than penalties but absolutely necessary breks in the middle of games..

    Reading your last messages you are completely insane AND condescending. I have no words.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103798#Comment_1103798

    The problem with your comment here. BHVR don't want to risk adding a Survivor which isn't young and attractive. You can't say "cute girls sell more" because it's simply untrue and unproven.

    Surely if there are already 4 or 5 'cute girls' in the game, there's no reason to have another one.

    I dislike the new characters backstory. Like someone else in this thread said, it sounds very politically fuelled, an immigrant with dual nationality, dad's died basically mistreated by everyone and now she's determined to show the world her side of the story.

    It's literally so boring. It just feels like the more bad things you describe about the character the more of an identity and personality they have. It's not true.

    Feels like a budget Jane that's incredibly generic and samey.

    I hope I'm wrong.

    Yeah, I'm just saying the feel I get from every video game ever (especially the games where you create your character, how many are young cute girls..), I will look if there are numbers supporting this (genuinly curious), but in the case of DbD in the latest interview of Mathieu Cote, He said that the reason Claudette and Meg get the most cosmetics is because they are the most played. Starting here you can have an estimation how which characters are the most played (rip Adam Francis).

    I understand what you think of her backstory, it's a bit overly miserable yeah xD

  • Clearly no point wasting more time trying to explain this to you..

  • You can all wish for diversity, but the reality is different. Cute girls sells more. :/

    I like her backstory tho, I related to parts of it, especially the childhood.

  • @ZoneDymo said:

    Ok so as a reasonable human being Im not going to talk about and certainly not overeact on elements from this update we have no real knowledge or experience with.

    I wanted to talk about the toolboxes no longer being consumed at 100% usage and Hangman's Trick.

    Toolboxes:

    I think in the end it just wont matter and nobody including me will care so its going to be fine, but, am I the only one who thinks its rather boring to remove the 99ing an item? I mean....is that not, ya know, playing the game?

    Is it not part of the gameplay to carefully try to get as much out of your item as you can and then stop and remembering to not use it again later? is that not part of the fun? Mindlessly using it up and then having it full again at an escape seems....boring.

    Again I think ultimately nobody will care, its not a large focus of the game but like all these indicators people get, it removes some of the nuances, some of the skill, some of the value you get for being an experienced player imo.

    Hangman's Trick:

    Sooo the devs are being purposefully vague about this, probably because they themselves have not decided on a properly balanced time period but sabotaging a hook will now take "only a FEW seconds".

    Ok and Hangman's trick will give you a notification when a hook sabotage starts...

    Will that not just be as useless as Tinkerer though? like Tinkerer warns you at 85% gen progression aaand a few seconds later the gen pops, way before you could remotely get in the area to stop it from happening...

    Will that not just be the same with this? oh? they are destroying a hook! better get th....and its gone.

    And if you are carrying someone, again, you get a notification when its destroyed anyway so why care to know this is going ot happen a few seconds beforehand....

    99 : I understand that you felt skillful having to leave yourself at 99, even I feel weirdly frustrated that I don't have to do it anymore but objectively it's a QoL improvement and no more frustration because you messed up your 99 with a missclick. Also for the addons, I had so many I could never use, but now that they are consumed, I will be able to use them, and it will be less OP addons in games overall.

    Hangman: 2 big uses: you can change early which hook you go to avoid sabo, and you can know if there is someone crouching near a hook to avoid instasave.

    On a side note: Tinkerer was never meant to allow you to stop gens (unless you are really close), it's just a good thing for high mobility killers to come and surprise the survivors finishing the gen

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103696#Comment_1103696

    The thing is, there have been some things they announced that we said would break the game and they did it anyway. Then the game broke and they had to fix it. (Old MoM) I don't trust these devs to know what's best for their own game.

    I guess that's why they are using a PTB, to see if this is what they aim for, and tweak it according to feedback. It's very rare that a new feature, in any multiplayer game is at the start perfectly balanced/

    I don't trust the community to know better. At every single change, you have a larger number of players complaining that it's not balanced, either because they don't like it, because it threatens their playstyle, or because it is really unbalanced. If you listened only to the community, we would never get anywhere because anyway people will never stop arguig about what's right or wrong, and you can't be sure if they are not biaised about why they are complaing in the first place. And also, people happy with change don't come on the forums to complain...

    That's why I think we should wait to see how it really turns out before calling for the end of the world..

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103431#Comment_1103431

    Its the devs responsibility to do something about it, and its the devs fault that people need to wade through ######### just to find a normal game.

    I played 7 games last night.

    3 had afk killers

    1 had survivors suiciding on 1st hook

    2 were against nurses on hawkins who absolutely could not play Nurse that map and ended up opening the gates to get people to leave. Guarantee they would have disconnected otherwise. With how they were playing it was basically like having an afk killer

    1 was a normal game against a rank 17 Spirit (good matchmaking)

    So lets be generous and say I had 3 normal games there and 4 non-games.

    I had enough time free to play 7 games of DBD and in over half of those I didn’t even get a game. At least before killers would dc and not waste your time putting you straight back to the queue for a new game. Now they just afk so you have to grind through the game and go through the motions before you’ve even allowed to join a new game.

    But it’s totally not bad for the game at all. This won’t hurt it one bit.

    I honestly don't see what the devs could do against it. It's easy to complain, but unless they decide to take years and re-educate all these people to be civil in videogames (and if life, but I think I'm hoping for too much), this kind of behavior will always exist and no amount of penalties will prevent it

  • Wait and see before crying.

    I like the change so far, it makes it again a realisitc possibility to use sab build. I mean if you want to use half of your reworked toolbox to get rid of one hook, you can, you just have a choice to make here. And for the "toxic swf sab team" argument, it was already here, it's just that people needed to 99 every hook before, and they could instant sab, at least now you can see it coming.

    My only concern is about the saboteur perk, I hope the cooldown is long enough to prevent abuse, but still interesting to give the perk value.

  • After thinking a lot about it, I can't find a good way to do it, so no.

  • I'll argue it's a huge QoL improvment for killers who want to tunnel too..

  • no , I think the penalty system should just stay as it is

    This should be an option in your poll but you want so much to prove your point that you don't even include it

  • Can't believe they waited so long to add it

  • It's impossible to say, even the community itself is constantly arguing with itself. There are definitively efforts from the devs, with their live Q&A, and the recent studies they gave us.

  • Well, good riddance :D

  • @Boludosattendant said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084056#Comment_1084056

    the penalty should be on bloodpoints, not in game time, not in a game that I PAID and has a lobby simulator in...

    Well we all PAID the game and most of us don't want to play with someone who will DC.

  • If I sum up, some efficient strategies/perks from killers are annoying for survivors, therefore it allows them to DC, and the devs should nerf killers to please survivors before punishing them for DC?

    You're the one asking for civil discussion yet there is passive-aggressive in half of your posts and you just come up as an entitled customer who thinks his way of thinking is acceptable.

    And closing the hatch is one of the best thing that ever happened. Hatch standoff were just completely ridiculous and a battle of who can waste more time.

  • If I look at my ranks, the obvious answer is that my survivor would win. But since ranks don't are basically meaningless, I think my killer would win. I'm just terrible in chases as a survivor.

  • You keep ignoring the first message. Lobby dodging doesn't send you back to the menu like it used to. At most you have one minute of waiting until the new killer comes, so stop trying to find excuses.

    And last time I got two people in my lobby calles "If you kill us we dc". Do you seriously think everyone should play with this just so that they can have fun?

  • My only issue with playing killer is simply matchmaking. Barely used ruin before, will barely use it now. All I ask is being matched with survivors of my skill level

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