SwampDaddy
SwampDaddy
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/363262/survivors-working-with-killers
Reporting does work as long as you go through the proper chanel by having video evidence.
Well, you're obviously new, since you you can't attach video evidence in report message. Anyone who has reported anyone for anything knows this.
And anyone who has reported anyone for anything knows that it literally doesn't get taken care of ever. Game devs only care about optimizing their game and ensuring that microtransactions are consistent and eventually they will get to something that is killing their game. Bugs and graphic crap isn't a problem right now. Player behavior and how they play the game and how they cheat and work with killers and completely destroy a match for other players is an actual problem that goes completely ignored.
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@Zen_but_not_Zen said:
I sometimes forgot i picked up the invitation, and missed the reward notification, just double check the killers/survivors head cosmetics in lobby
Killer Masks in Twisted Masquerade
- The Artist
- The Huntress
- The Spirit
- The Trapper
- The Trickster
- The Deathslinger
Survivor Masks in Twisted Masquerade
- Ace Visconti
- Dwight Fairfield
- Elodie Rakoto
- Jane Romero
- Michaela Reid
- Yui Kumura
Good grief! I'm so ridiculous. I have all of those. I thought more characters would get one. I'm a Nea main. I'm so disappointed she doesn't get one! Thank you for listing these. I honestly thought everyone got one.
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See? And again. Earned 29k bloodpoints from the match, and no mask, even though I got an invitation. So what am I missing??????
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@Marcavecunc said:
250 bloodpoints for the invitation..
But yeah you should unlock a mask after each game, until you have all 12.. (if you escape/survive until gates/hatch open, or finish match as killer)
But from what you said, you did escape.. so you should have gotten something. The reward only shows once you go back to the lobby though. It'll pop up at the bottom, in the middle, along with a counter x/12 to let you know how many you have so far.
That's what I thought. But several times already, this is not the case. and I've even gone through all killers and survivors to see if I've gotten anything new and I haven't
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@Shooby said:
My question is if the bloodpoint question is asking for score or total BP gained... I put score for my 7 games.
I had to look at it again. I didn't think about this, but total bloodpoints is how much you have total after the match.
the left number under "Match" is how much you earned for the match you just played. Make sure you are entering in the "Match" number, not the Total.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2943004#Comment_2943004
https://forum.deadbydaylight.com/en/discussion/comment/2943004#Comment_2943004
Then check around before you pick up. Not that hard lol, it's getting insanely obvious that killers just want kills without working for them atp
lmao. You obviously don't play killer. Because if you did, then you would realize how asinine that statement is.
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@Laurie268 said:
Yeah let’s turn playing survivor into nothing but a hold m1 sim with zero teamwork and skill
It's comments like this that are the reason there is such an imbalance between killer and survivor.
First of all, it's easy to know who spends enough time playing the game that they have the maps memorized and can loop for days. Secondly, I've read the forums endlessly for a long time and there is one common factor that I see as a staple:
Survivors cry, taunt, and call names when they lose, and when they win, they kick dirt in your face and tell you how bad you are. Survivors are the reason the game is the way it is. The game play is not even a fraction in favor of Killers. When killers are discussing the genuine difficulties they face, survivors just wanna sit there and bait and taunt and say mean things like they don't have a right to complain.
Survivors are not the only players in this game. Anyone who plays enough of BOTH killer and survivor would not be so quick to judge the opinions of killers. The imbalance seriously comes from Survivors crying because they lose once or twice and suddenly they praise to the Devlords to change the game in their favor lest there be eternal damnation. When the game is more than 40% skill, then you can be all judgey. Until then, take a step back and look at both sides.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2942327#Comment_2942327
You can counter flashlight saves by just looking the other way before picking up or checking the area before picking up. Stop crying and learn to get good.
First of all, Martha. I always turn toward a wall, a tree, or whatever before picking up a survivor. I even run around the proximity and make sure I'll be safe for pickup. There have been many times where I've been blinded from the sides, or even blinded through walls. The pickup animation is just long enough for someone to run in and flash you even if they weren't in proximity before.
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@The_Krapper said:
I swear this place is cringe these days all these crybabies on a horror game forum who can't accept when they lose or get outplayed, expecting the devs to hold their hand and make it a easy win so they can feel good about themselves
I'm sure there is a different way for you to say this without talking like a toxic bully elitist asshat.
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@WesCravenFan said:
Flashlights should have the following changes:
1.) Increase the base number of charges by 2-4.
2.) Make all flashlight activations consume a minimum of one charge.
3.) Increase the value of Battery add-ons.
4.) Killers that are blinded cannot be blinded for 3 seconds after taking their first blind.
There. Flashlights are fixed.
This right here is Gold. Thank you for the constructive response instead of being snarky like some others in this thread.
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I was at a hook within running distance of the open gate...
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@Faulds said:
There is four boxes on the map, and it is highly unlikely that she manages to camp one box where two survivors have to get their keys. But yeah, it is a possibility and that is not fair... exactly like removing your trap on first try (what happens even more). That's why i hope pig's power could change to take it into account.
There are actually 5 boxes. This box was the last one for me. The survivor she had trapped couldn’t get out. I couldn’t get to the box. Both of our head traps went off and that exploit ensured 2 kills in the most unfair way. The game devs don’t care and will never fix things like this.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2681194#Comment_2681194
Your rank/grade, for you to pip you need to get high scores in your emblems that show up at the end of the match.
As killer you have gatekeeper, chaser, devout and malicious. The wiki explains more about them: https://deadbydaylight.fandom.com/wiki/Emblems
seriously? lol. That told me nothing.
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I don't know why I can't get a straight answer here. lmao. like, is it really that complex?
As soon as I got to iri 2, I have lost every single match i've played. I mean I have not killed ANYONE and I haven't gotten more than a single hook, IF THAT, in any game i've played now.
You think that's fair or encouraging? Not at all. I'm so frustrated that I almost don't want to play anymore. There's got to be a way to make the games more fair. Because if I'm expected to lose every single match from this point forward until reset, then the imbalance is enough to get me to quit playing.
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I am well aware that Grade has nothing to do with MMR.
However, a less skilled player will have a lower MMR. And if I've lost so many games in a row, then when is my MMR supposed to be low enough to play against people I am better matched with instead of being destroyed by diehard survivors every single match?
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@Marigoria said:
Ranks/Grades aren't the same as your MMR.
MMR is not visible to anyone and as killer you will get higher MMR with kills, and lose MMR points with escapes, so the more people you kill, the higher your MMR will get.
Thank you for making that clear. But that did not answer the important part of my question.
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@Fantasy said:
She's strong enough already without those changes.
Not sure what you're talking about with the survivors counterplay of jumping through windows and hiding behind obstacles? The Artist doesn't really care about either of those things, she can shoot through obstacles...
I've missed quite a few survivors with my crows. Apparently it is possible to dodge the crows by ducking. It doesn't always happen, but I've seen it. By windows, I mean, if you're chasing on the second floor and they jump out a window, I wanna be able to aim down and shoot.
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@Sleem said:
Let's get rid of the more pressing issues, like sbmm, then we can revisit this.
Not sure about that. Start a new thread regarding this topic, please.
But I do disagree with you. I've had better matches because of sbmm than ever before.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/286442/bugs-with-pallets
This is due to the new hit validation. The blood and sound effects are activated when you hit the survivor on your side, while the injuring action are activated when you hit on the servers side. I wish they could change it so its more consistent but its better than getting hit even though you dropped the pallet on time.
Interesting. Not sure that's entirely good for the killer, though. A lot of my hits and plays are good enough that I shouldn't be missing just because of a delay/disconnect between me and the game server.
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blah
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@ChurchofPig said:
Bill isn't an original survivor. That's why.
I didn't know that. Where is Bill from??
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2520723#Comment_2520723
Survivors dictate everything in this game. They can destroy your perks, deny you of perks, rob you of hits through poor killer fov and slight wiggles, sabotage hooks, stun you over and over. It's their game to lose no matter what.
You think the game could be balanced if survivors played in first person also or instead of killers? Survivors have a lot of leeway because of their field of view.
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@MrCalac123 said:
Getting high MMR just to get shitstomped by competent SoloQ/SWF with all meta perks, medkits, OP map offerings for bad Killer maps like RPD, Haddonfield, etc is the polar opposite of fun.
I understand some may see this as Killers wanting W's handed to them but I mean come on, there is so much garbage at high level play the Killer has to deal with, it is actually very stupid and not fun at all. People want to play a game, not get steamrolled or be forced to sweat their balls off just to get clicked and tbagged.
It's just not fun. High level Killer isn't fun, DBD is sadly not a balanced game at high level. With stuff like Boon totems coming this is not changing either, apparently. Killers gain new objectives whereas Survivors can mindlessly power through Gens without a thought going through their mind while the Killer is eating pallets on The Game like a fat kid in a cookie store.
Game devs are letting the game get away from them by letting survivors control the entire experience with their bitching, pissing, and moaning.
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@baseballfan4877 said:
you know what ruins the gaming experience? The game being balanced around casual survivors.
Exactly. I agree with that.
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@Pulsar said:
If I had to hazard a guess, it's probably because people are terrified of getting to high MMR and will do anything to avoid it.
Even AFK for the entire day.
If that's the case, then the whole idea of MMR is what is ruining the game and the game devs need to take it away.
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@ThiccBudhha said:
Probably because there is a wait lobby instead of instant queues that other competitive games use. You can literally lobby shop until you meet your friend assuming the mmr is similar.
Which makes this an even bigger loophole than acceptable and it should be a bannable offense to pull that #########.
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CC3351EF-3C41-484D-8BE8-4C83B7205D0B.jpeg
This pic was taken today. After reset. If he hadn’t been reset yet, then he had no business being able to get into a match. A red rank killer in a game full of everyone else who has been reset is kind of an exploit or some sort of unfair cheating.
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@Rizzo said:
Grades are not used for the matchmaking, the reset has no impact on the MMR.
I still find it asinine that a player can be iridescent rank 1 on the day of reset....
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You resetting every single player back to square one on an even playing field is forcing not so good players to be matched against the best killers and the best survivors in the same matchmaking pool. It's not okay.
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And then right after this post, I got into a game with my friend as a survivor, and when it was apparent that the Cenobite was the killer, the other two survivors DC'd right off the bat. Like, are you frickin' kidding me? *sigh*
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@aerogaxd said:
really? i disagree with your last statement every console player i have ever ran into was a troll/moron which is about 95% of people i play with these days, if you want my opinion, they need to turn crossplay off first.
Actually, you can turn off crossplay yourself in settings. So this comment contributes in no way, shape, or form to the topic presented in this poll.
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@ReviloDBD said:
https://forum.deadbydaylight.com/en/discussion/264975/survivors-vanishing-inside-a-locker
Ummm
So Deception leaves no scratch marks, yes..
But the Survivor ALSO doesn't get into the Locker that they flip open, you do know that right?
The way the Perk works, you run by a Locker and swing it open giving a loud notification and the locker doors also swing open AS IF you got inside of it - and then you just keep running away around a corner because you stop leaving scratch marks for around 3 seconds or so.
Then if they have Quick & Quiet for example, they can hop into a different locker quickly without giving any notification whatsoever.
It's how the Perk "Deception" is intended to work - therefore the Killer being "Deceived".
I could be wrong, maybe you 100% saw the Survivor get inside and it was truly a hack or exploit, however, the way you explained it just sounds like Deception to me honestly.
I get what you're saying. lol. I'm not really mad as much as I am super confused. I'm a very detail oriented and visual person and I know what I saw. Regardless of how the perk is supposed to work, that survivor got into a locker, and I was literally right behind them. In 1 second, I would open the locker that I saw them get into and they were gone. Personally, I think that this could be a bit of a bug, but that's not deception. That's voodoo.
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@DoomedMind said:
So basically you're asking for a perk that lets you tunnel for free for the entire game ? Oh damn, if it happens the surv' games would be horrible as hell
If that's what you got from my post, then perhaps you should think a little longer before responding.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/259692/penalty-for-gate-taunting
Ok, but I want to see penalties for killers hitting me on the hook. Fair enough? The toxic crap in this game needs to stop.
The only time I take my aggravations out on a hooked survivor is if they have pissed me off. If you taunt me during a chase instead of just simply trying to get away, I will focus you til you're dead. If you play ring-around-the-rosie with me endlessly (it's a good strategy, but if you let it go on forever, then you're just an idiot who needs to be killed) then I focus you til you're dead. The idea is to survive and escape.
I feel that so many people in this game have learned the limitations of the killers/survivors and can easily exploit those limitations to create game-changing behaviors. For example, body blocking. "I'm going to crouch down and block the killer so he can't get to the hook". That's not a fair move. So to make it fair, they added a perk for killers that penalizes that behavior. When instead, they could just make body blocking impossible or detrimental to game score and use those perk slots on something more interesting and useful. Why should killers lose tons of points for remaining close to a hooked survivor, yet survivors don't take any penalties at all for intentionally getting up in a killer's face and still manage to escape?
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2294698#Comment_2294698
If they are both down inside the exit are and you close the gate...then both escape...when you close the gate you force them out.
For the second: Yes if she goes out and does not run out instantly but waits to self care or whatever you can close the gate, we can always add a slight minimal delay on when the killer can close the gate after it has been opened by a survivor.
Just to make it clear again, the killer can close the gate WHEN a survivor is present inside the gate area and will by doing so force that survivor out, making them escape, BUT the door is now closed for other survivors left in the trial. (and this ends the silly Teabagging at the exit gate as the killer can just force people to leave as long as they are in the exit area.
The final entry. That is exactly the solution I'm looking for. It's not about not having a thick skin and it's not about crying about fanboys teabagging a killer they just escaped from. It's a solution to help prevent people from being jerks when it's totally not necessary.
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@BioX said:
I already said this a million times:
The killer should be able to close the exit doors (using the same handle as the survivors) in one go (like closing the hatch) IF a survivor is present in the exitgate area, forcing them out and having hte door now once again closed.
This poses a risk for those that stay there and heal in the safety of the exit door, and poses a risk for those who are not there while others are, it would make for much more interesting and tactical gameplay.
THIS. Exactly THIS.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/2275821#Comment_2275821
Oh I agree that the punch is fantastic! It’s a lot of fun smashing a survivor in the face. The problem is that when you actually hit them, there’s not any feedback - or not ENOUGH feedback - to make it feel like you actually connected with them. I don’t know if we need a sound effect or some additional animation or something, but that’s my take on it.
My experience is different. Dwight kept trying to use a flashlight on me. I walked up right to him and he took a massive monster punch right in the face. Him wobbling backward and grabbing his face was so awesome, I was tearing up from laughter, lmao!
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I'm actually quite surprised how insanely quick he moves from one end of the map to the other. Not sure if that's an illusion or if he really moves that fast. I have nothing negative to say about this killer other than the tweaking that needs to be done. I'm having so much fun playing him, loss or not.
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I don't. I think the punch is frickin' hilarious and makes him really fun to play. Overall, Nemesis is very fun to play albeit being broken.
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Glad I'm not the only one that thinks that this killer is extremely pathetic and poorly executed.
I get a little pissed off still from being a green rank killer paired with red ranks, but with this guy, I feel a lot more evenly matched and not cheated when paired with red rank survivors. HOWEVER, he is still a worthless killer as he is designed currently. I'm not terribly bad as a killer. I still have fun playing him, despite his massive downsides. Until he gets fixed, be prepared to lose pips and rank if you play him.
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some of his addons seem like they were created without any actual intention in mind. They are kind of all over the place.
The new killer is really fun to play actually, but he is honestly such a tank. He is a slow moving one with very big blind spots and a huge penalty when it comes to a missed tentacle thrash.
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I read the descriptions of both new survivors and after playing several games with the new killer, there seems to be a massive imbalance.
Please tell me someone else notices that the new killer is ridiculously underpowered.
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Thanks for the input, everyone. I will try to address my frustrations more constructively in the future. Nice to hear different points of view.
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It's honestly just a pure and blatant exploit. It's very unsportsmanlike and to be body blocked by survivors is not even fair for the killer. The strategy for survivors is to NOT get caught and to figure out how to unhook and survive. But preventing the gameplay of the killer by exploiting the inability to move when someone is in front of you, even when you can't see them just puts the favor in the hands of the survivor and that's not acceptable. The survivor is struggling. It's not really a kneejerk reaction to stop and look all around for the crouching survivor that is blocking your path, not to mention every swing you take decreases the time the survivor needs to struggle. This seriously needs to be addressed.
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Thanks for everyone commenting. Seeing all these other viewpoints, I can understand and see that NOED, while tricky, is not as bad as it seems. Thanks for all the input.
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@[Deleted User] said:
5 totems in the map 2 perks and an item for finding them and another perk that incentive to destroy, but survivor refuse to toucch a single totems
with excuses like.
"it's boring"
"it's waste time"
"They are hard to find"
"I'm chased 100% of the match so no time to do'em"
"nobody do them"
Any perk to find totems is a waste of a slot I prefer "DS" or (insert the name of another second chance perk here) despite DS being a single use on the entire match and both totem finding perks are userful for other things too! but they are trash d'accord all main survivors
And the new one:
"I get constantly trash-talked or voted down for looking for the hard to find hex totems instead of doing generators"
If you don't bother to touch totems solely because others will talk bad of you then first of all: I suggest you to mature, second: learn to Ignore whatever other think or said of your actions inside the game, and third: use the tools the game provide to resolve your own problem with NOED
Others like myself have a problem with NOED too buy l took actions every single match (sucessfully 90% of the matches) to avoid NOED, Ruin, Devour hope, or any other Hex totem
https://us.v-cdn.net/6030815/uploads/HDDFDVZY1WCN/20180809013004-1.jpg
https://us.v-cdn.net/6030815/uploads/COCYKZKT0VD2/20190731014025-1.jpg
https://us.v-cdn.net/6030815/uploads/F77EHW8ZGV2N/20190830204114-1.jpg
https://us.v-cdn.net/6030815/uploads/LRDVLFSSFMVU/20191128234741-1.jpg
https://us.v-cdn.net/6030815/uploads/T21FB4C50QH7/20200803225706-1.jpg
It's more productive to use a tool in the game than come to the forum and throw a pointless tanturm, since the devs have already said there are not a single problem with NOED and they will not change it (or erase it)
First of all, I am not throwing a tantrum. I am expressing my view on the matter. I am speaking generally, and all you people have done is attack me personally. Not okay.
Secondly, I like your points and I will definitely consider them and take some initiative to become better at dealing with a tricky perk.
Thank you for your input.
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@Nosferatu3145 said:
Do the bones, NOED punishes lazy survivors
Anyone who thinks that survivors are lazy for actually getting all generators done and the killer can't even get one kill is off their rocker.
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Hmm. All survivors get generators done. Killer can't down, much less hook or sacrifice a killer the entire match. Survivors get the last generator and open the gate, but the killer gets his cheap shots in with NOED and wins the game with 4 kills unless at least one person escapes.
How in the hell does this equate to "lazy survivors"? Sounds to me like the killer needs to learn to be a killer.
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@Maxwell said:
How much killer do you play? If you don't play killer, maybe you should play killer and see how much NOED really can do.
I was rank 2 last season. My killer rank has always been top 5. And I've never used NOED. Honestly. Never have. Because I don't rely on cheap shots to win.
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