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AJStyIez

AJStyIez

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  • @ThePolice said:

    Pain res/dms is easily countered by getting off the gen when a survivor is picked up or about to be hooked and it incentivizes leaving a hook (not camping)

    I don't think anything of Pain Res/DMS, I just drop the gen and then immediately get back on or not. I know there's a lot of other people that complained about the og version though

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190710#Comment_3190710

    I don't think you're arguing against the same point I'm making. My statement is that if video game studios cater to the very top they will lose players and the game may become financially unsustainable. This is factually true

    I also stated that, in order to keep the community as a whole happier, it's better to balance as best as you can for all spectrums of skill. This is also factually true.

    It does sound like we both agree that all spectrums of skill should have their fun considered. Where we disagree is you view studios as solely milking for money and not caring about their top percentage. My point of view is that while this does happen it is not as prevalent as you suggest nor is BHVR only considering one single echelon of skill. However, BHVR is also considering the top echelon, along with all the others, when they make decisions.

    Does that sound like an accurate summary of our positions to you?

    I don't disagree with your mindset or others in terms of where the balance needs to be, I disagree on other stuff I read in here

    If BHVR actually took care of the top% like you claim then years ago or at least once per year they would take an entire quarter off from making new licensed/original characters/cosmetics to focus only on quality assurance. BHVR already has a monopoly on the genre, at this point by continuing to stack up licenses they're just gathering infinity stones. In 2017 I get it, but its now 2022, they can afford to focus on balance instead of trying to juggle everything at once.

    You cannot tell me they actively consider the 1% when forum mods/crew members can be quoted here saying that they have to prioritize the majority of the player base above anybody else. There is no equal treatment here

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190615#Comment_3190615

    I'm not going to get caught up arguing whether or not people are disconnecting. Of course they are, for many different reasons, killers also disconnect when they don't like the way a game is going. It has nothing to do with the topic at hand. I will say though, it isn't some grand conspiracy to make kill rates artificially inflated. People have always disconnected.

    Just because its not an underground cult doing it doesn't mean it isn't a thing that has been boosted in popularity specifically after this 6.1 update or relevant to the forum topic. There were legitimately threads with many upvotes, replies and thousands of views here of Survivors specifically announcing that they will be DCing and suiciding more often so that the stats will 'force' the Devs to do something about the 6.1 update. Do you not understand how the context of the game matters more than binary numbers??? That's literally the reason we're in this mess, because you guys don't wanna acknowledge that

    It doesn't matter if the Kill rates were 61% or if the Escape rates were 61% because as long as the maps and tiles remain unaddressed, half the perks still haven't been reworked, QoL buffs to both Solo and Low-Tier Killers none of this matters. Are you gonna tell me we need to buff the Nurse even further because she has the lowest Kill %?

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190462#Comment_3190462

    You're kind of exaggerating. No game caters to the bottom of the barrel as you call it and games that cater to the top fail.

    If your revenue comes from participants (as in video games) as opposed to spectators (as in competitive sports) then you balance around all spectrums as much as is possible.

    If you cater to the 'elite players' only you lose players and revenue possibly to the point your game becomes unsustainable and dies. People don't pay money to watch people play DbD on any more than a minor level; they pay to play DbD and will stop playing (and providing revenue) if their play is not fun enough to keep them interested.

    That's how business and video games work. To keep all spectrums interested you consider all players.

    No, I'm definitely not exaggerating and you're factually incorrect. Many PvP and MMORPG games are infamous for exclusively catering towards the lowest percentile players because that's where their bread and butter is. Those games' studios appreciate the veterans who continue to play the game even with all the flaws, however they don't take much care of them because that's not their targeted demographic. They don't expect the top-end players to stay invested once they discover the formula and they don't really feel hurt if they leave because for every disgruntled vet that quits there's 100 casuals coming to take their place on the cogwheel

    They've already tapped those players' pockets and got them invested in their games' time-sink. Once those players reach the 99th percentile they're often put as the last priority financially and socially in favor of the casuals that don't care to go past the entry barriers. They're content with simply playing the game, they don't care about balance or mechanics and most importantly they won't hold the creators accountable with feedback

    Also, re-read what I said. I specifically said they don't have to cater only towards the top-end just like I said they shouldn't cater the majority of their product to the bottom if they actually want a healthy community

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190635#Comment_3190635

    In general. Im not familiar with your posts.

    I don't think bhvr is any worse than it's playerbase was my point.

    Well I can agree with that 100%, I talk a lot of ######### concerning DBD myself so I'm not a saint. I try to be fair for both sides always and want to see the game reach its max potential, I think that's what makes me slightly justified. I agree with you though, even if I contribute to the problem at times

  • @Shaped said:

    Thank god our lovely community is much better than bhvr and definitely wants fair game for both sides.

    Also /s

    You speaking in general or are you talking about me?

  • @Zephinism said:

    Some people in this thread are very dismissive of lower MMR brackets. Should new survivor players expect to lose even more then? If you recommend this game to a friend and they lose 7 or 8 of 10 games, do you think they will still want to play? Is this healthy for the game?

    Most (not all) people that are dismissive of lower MMR brackets are dismissive because they already warned against all of these issues unfolding many months before SBMM was officially live and people said they were exaggerating. Now here we are a year later...debating the same **** people warned against

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190478#Comment_3190478

    Let's not pretend this game is in any way balanced. If you have to resort to conspiracy theories about "evil survivors artificially inflating kill rates" as if survivors have a clubhouse somewhere making these decisions then your argument is in bad faith.

    This game will only be balanced when solo queue is buffed to have the level of information swf gets for free, and when all killers are at the same power level and follow the same game rules. Unfortunately that is near to impossible to achieve in an asymmetrical game, but that doesn't mean that the devs should give up on trying to make it as balanced as possible.

    Simply blanket buffing all killers to brute force their way to a win with increased bloodlust and pallet breaking speeds was a band aid fix that was unnecessary for the strongest killers and nowhere near enough for the weakest. All it served to do was make the game feel unrewarding for survivor players, and the stats reflect that feeling of unfairness.

    You sound delusional in the first part of your reply, sorry. This isn't a conspiracy theory at all, but in modern times its popular for people to say that everything's a conspiracy theory when they refuse to believe it even when sufficient evidence can be provided

    2ec7edea3cdc86d04510c8c630b7afcd.png

    This is one of DOZENS of posts that you can easily find on a daily basis popping up in all of the Facebook groups as well as the DBD Discord. People blatantly admit to suiciding or DCing if they get caught first or if they go against a Killer they don't like or for multiple other petty reasons now more than ever before. This DID artificially inflate the percentages because this behavior has seen a pretty clear uptick since the patch in July.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112843#Comment_3112843

    https://forum.deadbydaylight.com/en/discussion/comment/3112843#Comment_3112843

    I've been using it since it got changed and been activating and using it consistantly 1 to 2 times against killers that are bodyblockable.

    I've also been escaping way more often as well.

    In this new meta i have come to the conclusion that you can't outrace the killer anymore in objectives. If they tunnel and make the game a 3v1 asap you lose. Atleast in SoloQ

    I have found it to be way more effective to have 2 survivors preventing the killer from turning the game in a 1v3 and 2 on gens then 3 survivors on gens and 1 dying rapidly.

    Atleast in my games the moment it becomes a 1v3 the killer wins unless the gens are done at the same time.

    Maybe that changes if you get teammates that know how to run a killer but in my experience it's almost single handely saving my soloq against any killer that isn't nurse or bubba

    Also pair it with unbreakable and you have a guarentied wiggle off after 1 bodyblock+heal. I can just sit by the hook and take 3 hits. Usually the survivor gets off by the second but even if they don't the killer now has to choose between continueing to tunnel and giving me a free unbreakable pickup or hooking me and thus spreading hooks.

    Are you just theorycrafting or have you actually tried making MoM work? In my experience not only has it been buffed but it has been buffed significantly

    Its been some time friend! Do you still feel the new MoM is better than the old broken version? I barely ever see it

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190135#Comment_3190135

    Exactly. Killer mains want to pretend this is fair, but they would be screaming if it was reversed.

    The %'s have never mattered in regards to either role because balance is not determined by ignoring the context of gameplay and solely focusing on the end results. 50/50 doesn't mean what a lot of you think it does and I'm shocked that some people still don't understand how this works

    According to you the game is balanced even when it has broken mechanics on both sides as long as 2 people escape and 2 die. That is nowhere close to balance and you're really exaggerating how much the 61% means. We literally predicted this weeks ago when they had their huge July patch. Many smart veterans already knew on day 1 that people were going to be spiteful towards Killers getting shown some love and were going to sandbag eachother, DC early, suicide on first hook which artificially inflates the % and then turn around to use that same % as some evidence that they're oppressed

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189882#Comment_3189882

    You don't balance a video game around the elite players unless you want the game to die. Another asymmetrical game that was recently put in Early Access did that and it's abysmal player retention rate shows exactly why you don't.

    You're right, you just balance it around the 1st percentile of terrible or casual players so you can continue milking them for resources until they reach the higher percentiles and realize what's going on. Then, the game suffers from endless controversy until the game dies anyway, just like the other game /s

    At the end of the day this is about whether you want to maximize profits vs keeping every bracket of the community satisfied regardless of financial gain

    If you care about the community you WILL attempt to balance for the top % at some point, not abandon them. It doesn't have to exclusively cater to them but exclusively catering to the bottom of the barrel is also not a viable long-term strategy. The reason the July patch was created in the first place is because DBD didn't have a good retention rate either, the player count was falling

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189412#Comment_3189412

    Why should a bad killer always be able to secure a 1k?

    Survivor logic in a nutshell

    If you spread pressure and play for hooks on all 4 people instead of Kills you'd be considered bad by these players, But they also don't want tunneling or camping to exist in the game because it leads to more Kills. Granted, I don't always enjoy getting hard-tunneled or camped the entire game either but still... Pick one or the other. You ironically place your judgment of a person's skill based on only the Kills but then also somehow think MMR based on Kills/Escapes is bad for both sides. Which one is it..

    This is like saying "Why should bad Survivors always be able to get a hatch?" -- Maybe because the context of the match matters and the binary end-game results don't tell the full story?? Lol. Someone can 8 or 9/12 hook a good SWF on a large map for a 0/1k and according to SBMM and players like you they're "bad" but in reality they did good, just like you can carry your SoloQ team by doing most of the dirty work just to be the only person left to run the Killer until you die or find hatch. The Survivor still did good even if they died

    You cannot determine whether a person is bad solely based on the end-results, you need to see how that person performs during chases and through the interactions they have with game mechanics

  • I hate to break it to some of you but DH was never NOT meta lol... people eventually used their brains to think for themselves and practice their timing instead of jumping on the hate-bandwagon that happened right after the update. 99% of the people that were mocking the new DH weren't even using it, they were too scared to practice and replaced it with other autopilot perks

    'Wait, I can't just press E and get rewarded in any scenario anymore, I actually have to calculate my uses because there's counterplay for it now??? This perk is so ass, I'm switching to Lithe'

    The perk even with the nerf has never been ass, maybe some of the people judging it are. Of course you can get robbed due to latency with the Survivor or Killer even when timed correctly, Of course you can bait it out easier now because the 0.5 second duration is harsh, but it still gives great value on people that force you to use it at pallets, windows, hook trades (the hardest one to pull off). A large source of its value also comes from the fact that people aren't expecting to see it as much and often get comfortable, then they get caught off guard at the wrong moments. There's countless scenarios where it shows its worth

    Is it predictable once you've already seen somebody use it on you? Of course, but the distance and time added to chases adds up especially when you consider that multiple people can and still run it together. Its not carrying terrible players for free anymore, but its still meta

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186475#Comment_3186475

    Not really. There’s aren’t many loops long enough that he’s able to charge a lunge before I round the corner, unless he’s right on top of me. Which at that point, I’m dropping for a stun.

    Alright, every time was a stretch because the charge time isn't that fast but I mostly mean long debris loops or long walls, those are easy hits unless you get side-stepped. The short loops, rocks and other stuff like trucks make you M1 most of the time

    I get not wanting to pre-drop on certain tiles where you can just hold W to block LoS, I just know a lot of people give up infection and M1s because they greed too much against him and refuse to drop anything

  • Wanna be toxic? Just change your Steam name every single time you play DBD, use a VPN or if you don't feel like it just turn on all the new easily accessible features to hide yourself in-game. Wanna stop getting stream sniped, hatemail, or (insert the other valid reasons for wanting all the names hidden) on console? Nah, you're a second hand citizen in DBD

    No FOV slider while playing against kids with 10,000 nvidia filters and stretch res pre-fix, aim-dressing that happens way more than it does on MKB PC, endless optimization issues over the years even on the latest systems, no cross-progression so you're forced to cope

    I started playing DBD on Steam before switching when the Xbox version came out to play with friends so I've always owned both but its definitely still upsetting when this feature finally comes to the game and we once again get to stare at the bones of the tomahawk steaks that PC players get. I can't stand not being able to use all the stuff I've purchased in the past year on my Steam account, I would've BEEN playing on there instead of Xbox now that crossplay exists (I still do play on Steam but its not the same. It doesn't feel fun having two separate sets of cosmetics, perks and characters available)

  • @RatbasterdJr said:

    I don’t pre-drop against wesker. Don’t see the point. Rather, bait him into pulling his power up, then keep running the loop. Works every time.

    Edit: Mostly works on oddly shaped loops, on long loops and walls that's an easy hit every time unless you get sidestepped

  • @Cybil said:

    I am still baffled by the fact that she was dropped by so many people after her rework. She was still an excellent killer and performed just as well as she always did. I'm starting to see her a little bit more now but It's still nowhere near how it used to be.

    She is still high A tier easily but hell no she wasn't and isn't performing just as well as she always did, especially not before the big July update! Iron Will allowed many weak links to get bailed out against her especially with the audio bug that she had for 2 months, it was also extremely common to see 3-4 IWs in consecutive lobbies.

    She's 1000000% still great after the rework but lets not act like shes dunking on the best teams right now the way the old Stridor Spirit with MDR/Prayer Beads/Father's Glasses or any other strong addon was

  • I hate this community

  • @SilentShepherd said:

    or.. you could break the pallet. Seems to be fine.

    Or.. the game and it’s features could work properly?? Lol only in DBD do you see bugs accepted as the norm and people told to deal with it

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178594#Comment_3178594

    Do any of you nuts realize the IP's of everyone were readily available the ENTIRE time when the Peer to Peer System was used for NEARLY FOUR YEARS????????

    Think about that for a second.

    This became irrelevant the second they switched to dedicated servers because now there's no more excuse for that information to be easily accessible for people to be targeted without consequence. This isn't something new either that started this week, its just been getting progressively worse and its weird that you guys are trying to justify it only because the game used be P2P

  • @[Deleted User] said:

    Fear mongering. No one wants your IP. The only players who really have to worry about network related vulnerabilities is big content creators.

    Fear mongering... lmfao what??? My guy no player in a video game should be able to IP trace somebody without consequence, it doesn't matter if they actually wind up doing it to one specific person or not

  • The amount of people who haven't been robbed even when timing DH perfectly because the Killer's ping sucks is showing in here lol

  • Keys aren't completely trash, they just aren't insanely overpowered like they were before. Its just a common theme with people in this community, I'm guilty of doing it in the past myself but not in the nonsensical way most do

    The biggest example is Dead Hard. Yes, the 0.5 second duration is wayyy too punishing when you consider how easily the game is impacted by a Survivor or Killer with a high ping but its still a really strong perk that gives great value. You have people calling it "trash" simply because you can't just press E for immunity AND distance as easily as before, same thing happened with keys

    Blood Amber and +15 seconds is a strong combination on Skeleton keys and having unlimited aura reading on one teammate for the entire game with the Wedding Ring is also pretty cool to have without giving up a perk slot. You can still make hatch plays with it, you just can't get cheesy undeserved 2-3 man escapes with 1-2 gens left anymore

  • Most frequent Campers based off my games

    1 - Nemesis

    2 - Trickster

    3 - Bubba

    (Honorable mentions to: Huntress & Doctor)

    Most frequent Tunnelers based off my games

    1 - Nemesis

    2 - Pig

    3 - Legion

    (Honorable mentions to: PHead & Dredge)

  • More power to those who wanna do it but personally I don't really care about P100. I rather have multiple characters on both sides in between 15-25 then just 1 at 100. For me its a bottleneck for anybody that doesn't already have every single character maxed, especially considering there's going to be 1-3 new characters constantly shuffled into the mix every chapter

  • @BradQuackson said:

    https://us.v-cdn.net/6030815/uploads/NCL1X7LTWC07/deadbydaylight-win64-shipping-njayre6fop.jpg

    https://forum.deadbydaylight.com/en/discussion/comment/3176511#Comment_3176511

    I sincerely feel people take slowdown perks and just go, okay, these are the best, especially on top tier killers.

    People genuinely do not understand the game at the level that they think they do, fearmonger is genuinely the most broken perk in the game. People don't realize that you are getting the slowdown of people NEEDING to get off of the generator to shake the blindness effect, especially when you hook somebody and they don't know where it is, they are FORCED to get off the generator or risk me (90% of the time knowing what generators are being done) come to hit them with exhaustion. Pairing that with discordance and the current hyperfocus toolbox meta with franklins demise genuinely makes their builds completely useless. If you can get a discordance proc, and down 2 people (or even injure both) the game is over if you position your hooks correctly, thats not even taking my built in infectious freight slowdown (jolt) paired with fear monger make it stupid for survivors to tap the gen or I will down them without their deadhard/lithe etc if I am playing correctly, thats not also counting the time it takes for them to get the item back from franklins if they care that much and force survivors to heal them.

    Plays Nurse

    Talks about strats and pressure as if you aren't ignoring most chase/pressure mechanics by playing Nurse

  • @SuzuKR said:

    In no particular order:

    1. Player attitude: People being toxic to each other just for playing the game (doing gens quickly, tunneling, bodyblocking, camping, using Discord, using certain killers, using certain perks/items/add-ons/offerings, etc). Quitting the moment something doesn't go the way they want. Taking out frustration from one match on another. So on and so forth. Seriously, grow up.
    2. The gap between solo queue and SWF: Trying to juggle balance while both are as different from each other as can be is how the game ends up with situations like things that are useless for/against SWF, things held back so they aren't overly oppressive against solo, so on and so forth. Solo queue does not mean bad at the game. SWF does not mean good at the game. SWF only means the ability to tell each other information that SWF cannot. So solo should be buffed to have the same level of info and communication possible. For instance, a ping wheel with preset messages on a short cooldown to prevent spam: "Killer nearby"/"I’ll go for the unhook"/etc. Then, all survivors will be "SWF", meaning no more juggling balance between solo and SWF.
    3. Map design and tile spawn logic: Some maps are far too large. Some maps are too small. Gideon has too many pallets, all of which are way too safe, but basically no good windows at all in addition to being too small. Midwich has basically no good loops and is a pure hold-W benchmark test map, and probably has the worst gate positions in the game for survivors. So on and so forth. Tile spawn logic allows for absurd generations such as two long wall jungle gyms connected into shack, which is horrendously overpowered. It also allows for absolutely giant deadzones where there's basically nothing for a survivor in any capacity. Both bounds need to be condensed so it can't be so extreme in either direction.

    Not a bad post at all but I don't see how the gap between Solo and SWF is more of an issue than the matchmaking itself. Whenever I see this topic come up I always expect to see matchmaking mentioned because its the root cause of most of the issues within Solo. Obviously having Discord or a party chat and stacking perk builds is infinitely stronger than 4 random Solos, but I really don't think its more of an issue than poor matchmaking

    Does nobody bat an eye to the fact that we're constantly told this is an asymmetrical party game where you shouldn't expect a fair chance to win every match yet they destroyed multiple ranking systems in favor of "Skill Based Match Making" that still doesn't even accurately represent skill???? The system only track Escapes and Kills but then everybody acts surprised that you have really talented players in low-mid MMR against players they don't belong with and then terrible players at the the top end getting boosted by this binary system, also everybody is hyperfocused (no pun intended) on slamming gens within 4 minutes or 4king at 4 gens because the SBMM and Devs literally encourage you to devalue everything besides Escapes and Kills. Do you guys not remember 'Its like Hockey'?

    If matchmaking was actually accurate and considered other important factors besides the end results then the gap would shorten between Solo and SWF because you would no longer have a 7,000 hour player matched with default Jake Park 06 that goes down in 10 seconds and then gets tunneled out at 4 gens. There are hundreds of highly-efficient SoloQ players that can beat Nurse/Blight with the sweatiest builds possible because they have good game-sense and awareness even without comms, so I disagree that Solo by itself is the issue. The gap between the 4 players on a given team is way more important than being Solo or a SWF. If you have multiple good Solo players on the team then you can easily dominate even at higher MMR, but this doesn't mean they shouldn't still buff it because they definitely should

  • Watch "vod-1583692021-offset-11018" on Streamable.

    It feels good, its more fair when you land/miss now but I've noticed you still will (rarely) get a bugged grab where it doesn't give you the down. Yesterday on stream I slammed an injured Ace into a wall but instead of going into the slam and carry animation I instantly dropped the Ace after making contact and he got the chase extended because of that. I still killed em and won but I was disappointed to see that still be in the game. It only happened once though after 10 hours of play, before the bugs would happen multiple times in the same match every match

    EDIT: I've seen it happen about 4 more times now, its kind of annoying

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175554#Comment_3175554

    Right, but if I increase your pay by 10%, your hours by 10%, your bonuses by 10%, and reduce your bill payments by 10% and taxes by 10%, you have a crapton more money in your pocket each year, don't you? It all adds up. Those dials should have been tweaked maybe one or two at a time, not all at once.

    What really happens was all of these things at once on top of the perks. Basically, survival now requires a killer to be absolute trash as he can sleep his way to a 4k in most games.

    When people say this its pretty clear that they're not good at the game on either role unfortunately. The upper brackets of Survivors are not affected by any of the changes you mentioned and can/will end games in 4-8 minutes if you allow them to or the Killer make multiple minor mistakes. The real issue here is matchmaking being terrible and people refusing to admit that they really aren't good. Its funny how everybody including myself craps on Solo because of teammates but if EVERYBODY says that then where and who are the bad teammates???? A lot of you ARE the teammates that you complain about

    A lot of you think Killer is braindead easy at any MMR but don't even know map/tile/totem layouts, don't know counterplay for half the roster, don't look behind you while running, don't know how to mindgame, don't last longer than 20 seconds if forced to take aggro but then talk about the game's balance

    I personally have had plenty of bad matches where I made mistakes that gave easy/undeserved hooks to players way below my level or on the same level as me, that's my own fault though not the Killer being overpowered. If I can acknowledge this after thousands of hours then there's no reason people with way less hours, way less escapes/kills and way less experience than me or players like me in the sweaty soft-cap brackets can't admit that they're just bad at Survivor

  • @KayTwoAyy said:

    In my experience... survivors don't usually taunt out the gate unless they a) have a lot of experience in the game, and want to rub it in your face, or b) they're high af or several beers deep and goofing around.

    After the first pallet drop, you'll typically be able to tell which category they fall under.

    If the survivor is good, take advantage of the fact they are showing you their hand, and go chase someone else--wait until the arrogant survivor is out of position to strike them down.

    If the survivor is clearly inebriated, take the BM with a grain of salt and enjoy the fact that you probably have an easy game ahead of you.

    While yes, confident veteran players try to bait Killers to take aggro they're usually more respectful about it by doing stuff like staring at the Killer while they're standing out in the open or literally running through the Killer's LoS on purpose. At least for me when they click its normally just once, its not excessive throughout the whole match or macro spamming

    For me and everybody I know its usually the weakest links on a team that do the exaggerated **** like spamming a vault near the exit gate after taking 0 chases, flashlight macroing or attempting to moonwalk after the most basic plays or even for no reason, going down fast multiple times in embarrassing fashion or hiding for most of the match while they get hard-carried by their teammates. These are the ones you see waiting at the exit gate every single match they escape and then taunting people in endgame chat and console messages

    9.5/10 for me the best players on a Survivor team I'm going against will always instantly run out of the gate as soon as its opened or use a pallet stun to get max distance, they don't waste time and they don't taunt in most scenarios that they can. They'll do it occasionally which is fine, but I swear Its literally the most boosted players that act the worst

  • Eyrie of Booty, Garden of Booty, Badbooty Preschool, Gideon Booty Plant are all terrible balance wise, but the art is a different story

  • @skylerbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174960#Comment_3174960

    I think that’s the thing too, Idc if a killer is playing fair. Just seems silly to say «I didn’t do » something when strategically it was the easier option.

    By posting this you're being hypocritical. You're also actually the one making an argument based on semantics by trying to imply that the Killer has to "admit" to an action (implying its illegal or wrong to do) while you're overly-focused on the word 'tunnel' and whether or not it applies. Whether they "admit" to it or not the end results of that match didn't change, can't change and won't change so what difference does it make?

  • YIKES

    Not yikes there's 10 camping legions in a row.. Yikes as in somebody made another post of lies to farm sympathy

  • https://www.youtube.com/watch?v=QqxbW7VpdZs

    Play around it they say, you can still master him when his power literally doesn't work half the time they say

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163752#Comment_3163752

    Don't act like you managed to master the character on the first day he came out.

    ??? What does that have to do with anything, I pointed out how I'm not shocked that you don't see all the the issues with Wesker when you said you only played 3 matches as him. I haven't mastered him at all and never said I did

  • @Cybil said:

    I'm not seeing it. I've had 3 matches and every hit that I've gotten and missed has seemed fair.

    "I played 3 matches and don't see the issue"

    I wonder why

  • @Regulus47 said:

    All I'm seeing is he's already plenty strong, he just needs the teensiest little bit of skill. If he's already 4King every game then I fear what will happen when the developers cave to the whining and fatten his hitbox to make it a guaranteed hit every time.

    Yikes.

    Tell us you don't know anything about the situation with Wesker without telling us that you don't know anything about the situation with Wesker

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163716#Comment_3163716

    Well, calling someone "bad" at the game just because they disagree with you is surely a constructive argument, you definitely changed my mind and proved your point.

    https://www.youtube.com/watch?v=eCNmmohe2dg

    Calling a clearly bugged/glitched character "OP" and saying that their clearly bugged/glitched power "doesn't require skill" just because you're terrible at Survivor is surely a constructive argument, you definitely proved everybody in here wrong...

    Ever since the update people are lagging, disconnecting, getting stuck in grab animations, getting grabbed but not taking damage only infection, phasing directly through bounds that should have registered and more things that need to be hotfixed. Its not really an argument, its pretty factual to say that somebody calling a bugged character OP after barely 2 days is legit bad at the game. If you can't handle Wesker when he doesn't even work properly then you're definitely not experienced enough to comment on his balance

    I played Wesker the past 2 days and allowed my friends and my girl to take turns using him on my account as well. Everybody noticed the same stuff and had a mix of wins/losses that showcased all the issues I already mentioned. Many others are already shining light on it even though its common knowledge by now. This ain't a conspiracy theory lmao its already public so to deny that and blame the players is laughable. Even in the games we won its been hell especially getting matched against good teams that know how to force Wesker to M1 at loops where you can't physically land a bound grab

  • @Gary_Coleman said:

    I thought the original was a great map. I'm not sure why people didn't like it. I guess they just want more of the exact same thing and dislike variety? Or it was too big and that made them feel small? I don't get it. Must be little kids complaining again because it doesn't make sense.

    Idk, I've won most of my matches on RPD for both sides and still always though it was dogwater. I've also beat every original and remastered RE except for Operation Raccoon City, I know the precinct by heart and don't really care much for carbon copies being there just for the sake of being there. It doesn't feel like an organic fit for DBD

    I think the vast majority of people would agree that giving the Trickster a neon themed urban map in the previous chapter would have been way better than copy-pasting RPD for the RE one. The irony is that they didn't give Trickster a map because they were too busy fluffing up the upcoming RE chapter only for it to flop because RPD was disabled for over a month when it launched anyway

    Once it did come back it didn't even matter because the feedback from then to now has been overwhelmingly negative towards it. People can like a turd, they have the right to do that and more power to them. Its still objectively a turd and that's exactly why it was remade

  • I've seen a few Killers lag out today and I've had unusually high ping in random matches where the icon is popping up for me on the left above the team UI

  • Nobody promised that this perk would singlehandedly "end" camping, If that's what YOU took out of the PTB then that sounds like a personal problem. If you think its so useless then don't use it when you SWF, just don't cry about it when you die constantly in situations where it would've saved you or your friend

  • @MissKitty95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160206#Comment_3160206

    all I’m having is wesker and they all play the same way, camping and tunnelling through BT it’s laughable also his hit box is like a huntress I’m being grabbed around corners it’s starting to become borderline anoying.

    Strange because his hitbox is actually beneficial to Survivors right now

  • @Shadowwander said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161207#Comment_3161207

    Killers don't need to camp hooks during endgame; endgame is literally designed in their favor and for their benefit. All they have to do is patrol two doors, often times both spawning right next to each other. It's not that hard.

    Tell everybody here that you're new to the game without telling everybody here that you're new

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122665#Comment_3122665

    I'm sorta on the fence about this. Instead of coming up with basekit options like they were supposed to they are having perks fix the problem instead.

    Every new change has made perks solve the issues instead.

    When has BHVR EVER not used perks to solve the issue? You act like this is something new for either side.

    Don't like how kicking a gen does 0 damage and can be reverted with a simple tap that takes a nanosecond? Run Pop, but oh wait we're gonna nerf it when too many people start using it even though its (past tense) mandatory for certain Killers to be decent

    Don't like getting hard-tunneled at 4 gens even when you're a good looper? Just slap on DS, but oh wait we're gonna nerf that when too many people figure out that it can also be used offensively

    Don't like losing 2 gens in the first chase on an oversized map? Just run a full slowdown build instead of the interesting quirky perks that synergize with your Killer's kit, but oh wait we're gonna nerf those too when good players start stacking them even when they don't have to

    Don't like going down immediately after getting unhooked? Just waste a perk slot by default for all of your matches by running BT, but oh wait we're gonna buff it while simultaneously encouraging you to replace it by making you get baskeit haste/endurance for a few seconds that can still easily be ignored by bodyblocking since there's still collision for some reason


    They've always used perks and addons as bandaids to fix the foundation of the game's design/balance instead of fixing all of it directly because it takes way less effort and because they know most people will find a way to justify it no matter how cringe it can get

  • @Dogma_loki said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124173#Comment_3124173

    Yup. Killers will cry for more survivor nerfs until no survivor players are left. Fixed it for you.

    Survivor-Only players have been crying nonstop for the past 6 years and yet the game is still alive. The game doesn't need Survivors the same way it needs Killers. For every Survivor that quits the game 10 more come, they're really not that important

    Sincerely another Survivor main

  • @Grum said:

    If you're a decent killer, then no.

    If you're a decent Killer then you're more than likely going against anywhere from decent to extremely experienced Survivors 8 or 9/10 matches you play assuming MMR works correctly. If you go against Survivors that actually know what they're doing or if you're also a Survivor on a team that actually knows what they're/you're doing they/you will have an advantage in the overwhelming majority of matches

    If they/you don't use the advantage or make mistakes that nullify said advantage then that's a different story. Its not a coincidence that Killers mostly win matches in the lowest bracket against new or uncoordinated teams but struggle against 4 strong solos and SWFs in the higher brackets. Its almost as if the advantage becomes pretty clear when competent players are involved and is only nullified by Survivors making mistakes on their own or the Killer running the most oppressive characters/perks/addons combined to tilt the balance in their favor

    Its not impossible to win in skill-capped lobbies as Killer, just way harder than people that don't play at that level make it seem. You literally have Survivor-only players in this community with less than 1,000 hours played telling 2-10,000 hour Killers with experience on both sides that they're bad if they can't win every single match

    "Killer is so easy dude! I have 100 hours played as Killer combined in the last 6 years and I play it once every 3 weeks for about 10 matches, plus I always 4k with 0 perks on my Trapper. I also never tunnel or camp, if you can't win like that you're bad"

  • I had a viewer in chat spend points to choose my Killer and perks, they chose Oni with a weird build I've never used. Not only have I gone months without using him but I was also on my Xbox not my KBM so he's a lil more inaccurate for me on there in comparison to when I play PC

    I don't really care for the Prestige system but its annoying how people including myself are using it to gauge player performance since its now the only visible number we have. I got a nasty message on Xbox after that lobby and I really believe its because my Oni is prestiged. It gives the impression that you play that character a lot when in reality you probably just dumped a lot of extra BP into them pre-patch for addons, even items or finding specific perks

    If they won't show MMR or grades then what else are people supposed to look at I guess

  • Its still a meta perk, definitely still a lot of robberies though if the killer or you has suboptimal connection at any point. Even with the robberies, the majority of times its successful for me so I guess I can live with it

  • @Tiufal said:

    It never was.

    Never? Lmfao, oh that's right you're the guy that popular streamer made a video about! Biased as hell lol

  • I've lost so many chases in clutch moments because of this terrible feature specifically on console controller. When I play KBM on my PC I don't have any issues and it becomes even easier for me to track 360s. It needs to be a toggleable thing, not something forced upon people in the future. Not only does it cost you pressure and hooks at the worst moments but it also feels bad when people get gassed up afterwards thinking they juiced you when in reality the game bailed them out and robbed you of a guaranteed hit

    I always respect the few times I do get caught off guard with a legit juke but its insanely tilting when the game drags your camera into nearby surfaces or cancels your lunge and swings at the air while rapidly jerking your camera away from the Survivor you're clearly aiming directly at

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