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Accullla

Accullla

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Accullla
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  • You can only dead hard through a killer if they swing. Otherwise you'll just run into them. Just don't swing immediately if someone runs towards you. Wait for them to waste their perk first

  • That was fixed weeks ago

  • I dont pay attention to the survivors in the lobby, so I don't treat streamers any differently. If I knew they were streaming, I would try to give them more exciting chases, because I know that usually people who put ttv in their name don't have that many viewers, so I'd try to do my part to entertain them.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072945#Comment_1072945

    So you disregarded what I said.

    Read again. The only RNG is when placing the key. Removing the trap is not RNG. Ot has already been decided which box has a key.

    I'm not arguing for the sake of arguing, I'm sick of seeing people say pig traps are RNG removal when they're not, and the devs have said so.

    It is choice, and probability. Not a 1/5 chance every time you attempt ANY box. Theres a difference.

    It seems like you didn't read what I said and not the other way 'round. I acknowledged what you said and even agreed with you to an extend. Your understanding of causality is wrong, but your description of how traps work is correct. If you' re so passionate about semantics and using the correct wording, I suggest giving my previous reply a read.

  • I'm doing just fine as killer.

    As survivor, I keep getting matched against inexperienced players, so I have to actively avoid progressing the game (I. E. Doing gens), just so I can get chased at least a couple of times

  • 80/20 killer/survivor. I enjoy both equally, so if queue times were better it'd be closer to 50/50

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068486#Comment_1068486

    Pigs traps are not RNG. Only placing a key is. Once you have a trap on, RNG does nothing. Its survivor choice. Literally in their hands if they pick right or not.

    Looks like you're arguing for the sake of arguing, as your point is based purely on semantics and wording, but I'll oblige anyways.

    You're not correct. RNG links each trap to a jigsaw box at the start of the match. Neither the pig nor the survivor knows what box each trap is linked to. It would be in the survivor's hands to pick the right box (or in the killer's hands to pick the right time to trap a survivor based on their location) if they had a hint or a clue as to which box contains their key. They don't. Survivors can choose their pathing in order to be able to go through all 4 (or 5) boxes in the quickest amount of time, but that has no impact on whether they'll "choose" the correct one on their first, second, third, fourth or fifth attempt.

    Going back to my point in this scenario RNG can work both in the killer's or the survivor's favour.

  • @dbizzle said:

    if you can place a trap in the grass that a survivor cant see , and they're looking for it and still get trapped , that is unbalanced gameplay. what can a survivor do. they creep to the hook but then SNAP get caught in a trap they literally couldn't see. this needs to end.

    You should avoid sprinting in the grass against a trapper, unless you know the area is safe. Especially near hooks, around pallet loops and across common survivor pathing spots around strong windows. A sensible trapper will always cut these off as soon as they have the opportunity to do so. Otherwise you're just taking a 50/50 gamble.

  • @Hero_awesome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072286#Comment_1072286

    Why comment if it's not worth your time? Why even read it?

    The forum is filled with this kind of posts and sometimes you can't tell if they are worthwhile or not before you actually read them. With this one I took the time to do it and it didn't pay off, so I expressed my displeasure. I'm surprised I actually have to explain this.

  • @Galklife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072483#Comment_1072483

    i bet that chase didnt lasted 4min, hes exaggerating in same way as killer says gens were done in 3 mins but on my timer it was like 8min xd

    That's what I was implying, yes. It just seems like one of those times where a person complains their teammates didn't do much when they themselves didn't do all that much either. I'd take this one step further and say based on his experience (devotion 5) and the killer's experience (green rank, relatively weak perks, no teachables), he could have done a lot better to carry the team.

    Obviously i don't have perfect information and am basing my assumptions on what I see in the post and screenshot below it.

  • If you did 3 gens and got chased for 4 minutes you'd have a minimum of 11,750 bloodpoints (and that's not counting generator skill check bonuses). You either didn't get chased that long or didn't do 3 gens. With that in mind and the fact that your teammates (and the killer) are likely all new to the game I don't see anything out of the ordinary in the tally screen. As the only experienced player 8n this match its on you to carry your teammates

  • I run it in most of my survivor games and it doesn't trigger me when I play killer, so I wouldn't like to see it changed. I do understand why some people hate it though

  • @Zixology said:

    Can't wait to get hate for this...

    Why are people so quick to jump on the SWF hate train? Anytime something happens in game that they don't like, someone goes off about "SWF Crutch" or "SWF OP" or "Toxic SWF".

    I'm not denying that super sweaty SWF groups exist. Just like there are super sweaty Killers. But do you ever think that people just want to come home from work and hop online and play a game with their friends?

    When I play Killer, I hope that I'm up against SWF. Why? Cause I know they're gonna be SUPER altruistic to save someone they know, rather than some random they matched up with. Just makes it easier for me to get points and kills. But, go off I guess.

    When somebody loses badly its much easier to chalk it down to 'I played against a super sweaty swf' rather than accept that they got outplayed. Doesn't apply to all cases, but I do believe it applies to most

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072098#Comment_1072098

    I wanted to share here cuz of how much it's hilarious indeed

    It's not as interesting as you think. I'm with the guy who was confused as to why you thought making a post about it adds any value

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068395#Comment_1068395

    RNG

    Random factors like map size and totem placement ?

    I get that alittle but I cant think of any rng that helps the killers giving them advantage...

    Every tile has its pallets and windows and I know some totem spawns are bugged to be invincible but i always see them rolling new patches to fix that.

    Well I think we can all agree match making is broken since I'm not even getting matched at my rank anyway I'm not sure it matters.

    I can't say that mm and RNG are the only things affecting balance but I can say its effecting myself and others perceptions and we cant collect data to make real changes until that's fixed.

    Fair enough. By RNG I didn't necessarily mean totem spawns or map sizes. One example where RNG can favour survivors or killers is tile and pallet spawns.

    • Certain maps sometimes spawn specific tiles right next to each other where a survivor can loop the killer almost indefinitely without even having to drop a single pallet. E.g. long wall jungle gym connected to cow tree connected to TL walls with a filler pallet in between.
    • Certain maps also are able to spawn complete dead zones with gens in them where if a killer goes after a survivor they are getting a hit before said survivor gets to a pallet no matter what

    There are many other examples (survivor/killer spawn locations, perk loadouts, latency, bugs, pig's traps and so on), but I don't want to make this post too long, so I'll leave it at this. If you do want more examples where RNG favours killers specifically, I'll oblige.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1068342#Comment_1068342

    If I understand you, your saying that the ranking system makes it too easy to advance so people aren't placed in even matches making it difficult to gauge the games balance.

    I can agree with that. Correct me if I'm wrong

    Please explain what you mean by RNG and how much it effects team balance ?

    On your first point - kind of. Specifically, what I meant is that (red) rank gives people false perception of their skill and a lot of people expect to be at an even playing field against other people in red ranks, however that's not the case. Because of how easy it is to pip as killer and survivor there are a lot of people in reds that are not that experienced, but because of their rank they are tricked into thinking that they are more skilled than they actually are, so if they get outplayed they are more likely to blame balance in the game, rather than a gap in skill.

    My main point is that the game is fairly balanced at it's core, with RNG (random factors) occasionally tipping the scales to either side (killer or survivor), sometimes making it possible to win against people who are better than you, or lose to people who are less skilled than you. This applies both to killer and survivor.

    The real imbalance in the game in my opinion comes from matchmaking (i.e. people are not matched up against other people at their skill level) and not from the game's mechanics.

    I hope i made a bit more sense this time.

  • The game is not killer or survivor sided. The issue is that it's too easy to pip on both sides, so people over-estimate their skill and when they lose against a better opponent they blame the game. Of course there's a bunch of RNG mixed in, but RNG favours survivors as often as it favours killers.

  • @Toastyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066841#Comment_1066841

    Shouldn’t it heal you fully though as the perks description says from “injured to healthy” ?

    Yeah, if you're just injured it would have put you in the healthy state. However you weren't injured - you had deep wounds which is one health state beyond being injured.

  • @[Deleted User] said:

    I’m on PS4 and I’m pretty sure SWF from 2-4 is half the games. Definitely not 7%.

    SWF is too easy on console with mics and chat built right in.

    I still think SWF should be treated like KYF: custom private matches not against public killers.

    The game would not die if they did this.

    Using your logic that 50% of the games have a 2-4 man SWF, I think it would, as there won't be anyone for you to play with if they were all in custom lobbies

  • Congrats on the achievement! This game is a good stress reliever for younger and older folk alike :)

  • What @ALostPuppy said. Burn shroud of separation if you want a challenging game, as it puts you at a disadvantage by splitting up survivors.

    I'd argue that you actually got lucky in your game in the fact that survivors got together and only pressured 2 gens instead of 3 or 4

  • @CornHub said:

    If gens are popping too fast pretend you were goofing off the whole time

    This made me chuckle. Got to admit- I've done that once or twice 😁

  • The only problem with being tunnelled in my view are queue times. I do understand the frustration in waiting 15 minutes to get into a match only to be killed off in the first 2 minutes. I don't think too many people would complain about getting tunnelled if they were able to hop into the next match straight after.

  • In 2020 I would like to:

    • See the game optimised for PS4, so I can finally play demogorgon at more than 5 fps.
    • See matchmaking improved in order to reduce queue times. I'm currently dreading having to do my survivor tome challenges, because it means sitting in lobbies for 15 minutes between each game.
    • Get toolboxes reworked, so that they add different mechanics to the game instead of increasing gen speeds
    • See a fix to sound bugs without the introduction of brand new ones
    • Get a rework for: Haddonfield, the Hawkins Complex and Lery's (I still strongly dislike that map)
    • Be able to create custom game on my own.. or just get a practice mode or something like that
  • Why RIP? Instant queues, challenges to break up the monotony... I'm having a blast playing killer.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063420#Comment_1063420

    We aren't directly mad at the players, we are more mad about this flawed ranking and matchmaking system and I'm afraid that the MMR system won't make it better but worse.

    I get it and you're absolutely right. The MMR system probably won't be this magical fix for the matchmaking issues, just like dedicated servers weren't the magic fix for the latency issues.

    Just to give you a different perspective - For example, I'm actually really enjoying the randomness I'm currently experiencing with both survivor and killer, so I'm not upset about it at all. Each game is so different from the previous and you never know whether you'll get potatoes or absolute gods as teammates or opponents, so it actually breaks up the monotony for me personally.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063389#Comment_1063389

    I also have a nice story to share: After the gens were done, I was getting chased by a hag. She already hit me once, so everybody knew she didn't have NOED. I was running to the exit gate where everybody was (I had Bond). The exit gate was at 99%, the other 3 guys were healthy, everybody hiding pretty close to the gate. As I was running to the gate, nobody took a hit for me, they didn't even open the gate, they just kept hiding. It was ridiculous.

    The thing is, with matchmaking as it is currently you just can't rely on your teammates' experience to react to a situation adequately. In your situation even with bond I'd rather try to lose the hag or get outplayed and take the sacrifice. I've been in this predicament enough to know that for every time the other survivors will open the door and take a hit for you there will be a time that they will do exactly what they did in your game. You can't even get mad for it, because a lot of the time they do this simply due to inexperience.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061138#Comment_1061138

    So many people resort to this same strawman argument. OP literally never said anything about getting a 5 gen 4k.

    If you don't sweat, you're depipping more often than not. It is objectively more stressful to play killer than survivor.

    I wasnt making an argument - strawman or otherwise.I was being sarcastic. As far as a real argument goes, here's one: Whether you stress out playing killer or not depends purely on your attitude. If you play competitively and want to win (regardless of whether your win condition is pipping, getting a 4k or something else entirely), but your skill is not quite there yet, you'll probably find playing killer stressful. Naturally, if you don't sweat and play to enjoy the game for what it is you'll eventually get better and be able to perform at the highest level (notice i'm not mentioning rank or pips here) without much stress at all. Furthermore, there's quite a lot of RNG in the game so even if you're the best killer there is, you still won't be able win all the time and that's not even taking the survivors' relative skill into consideration. Some people just can't seem to accept that.

    In his second paragraph, op complained about maps and killer bugs, but failed to knowledge that for every survivor-sided map there's a map that favours killers - e.g. suffocation pit, shelter woods, the complex, the game, the bone shaped azaraof's map (I forget the name) and for every bug that favours survivors there is a bug that favours killers - e.g. servers prioritising killer's perspective when registering hits (think vaults, hatchets, etc), dead hard leaving survivors exhausted on the ground when they try to use it to dodge a hit instead of going for distance and so on. It's not like either side is prioritised when fixing bugs. It's literally a matter of whatever is easiest to fix will get fixed first.

    Survivors and killers alike complaining about all of these things just demonstrate how a person can get so stuck into their own perspective that they can't step back and look at the bigger picture. That's why at this point it's difficult to take any of these threads seriously, thus the sarcasm in my original response.

  • Why do you feel like you "have to sweat your ass off"? You don't always have to 4k with 3-5 gens up.

  • Gen times and toolboxes are currently getting reviewed anyway. Aside for the corn thing all of your other suggestions revolve around the emblem/pip system, which is getting scrapped, so you might as well re-name this thread to "Reduce corn density in the coldwin farms." or something like that.

  • Not going to lie - I get jumpscared as killer all the time 😁 The worst is when I'm minding my own business zooming around the map with hillbilly and a P3 claudette jumps out of a bush, runs into my chainsaw and scares the **it out of me!

  • I just wish they created multiple mories for killers and we could buy them from the store, or they put them in the rift.

    Aside from that my favourite is huntress, least favourite is wraith

  • The challenge is the person playing killer. Not the perks that they use.

  • Trapper can make use of them as well. But in general I agree - I have stacks upon stacks of mist offerings on every killer (and survivor) that I will never use.

  • Best of luck. I hope you find a good single player game where you can dominate your opponents.

    I've currently "quit" because I'm playing another game, but I'll be back when the next set of challenges come out.

  • As killer I would remove hangman's trick (most useless) and adrenaline (most annoying)

    As survivor I would remove self care (most useless) and stridor (most annoyng)

  • I don't remember and can't login to check 😥 I think it's the one with the weird plastic mask

  • You can see it for a couple of seconds when the match starts. Also, with a certain cosmetic on clown you can see his jiggly belly as you look down. Other than that, yeah I agree that killer cosmetics are mostly pointless

  • There are 2 problems with the game in this respect currently: There aren't that many new players that you can get matched against and the game matches you up with more experienced players in order to reduce queue times for everyone. The second problem is that on top of this the matchmaking algorithm seems to not function as intended at the moment - it's been like this for a while and the devs have promised a fix "soon", but i dont know when "soon" means.

    You don't have many options apart from - play something else; wait for the game to get fixed; stick it out and eventually you'll reach your opponent's level

  • I don't understand the point you're trying to make.

    People get annoyed by DCs on both sides. In fact you could argue that survivors get more attention for it, because they do it more often.

    On the other hand, a killer DC has more immediate consequences, as it forces the match to end on the spot - therefore, people might be more likely to complain for it in a post-game lobby, because the annoyance is still fresh on their mind.

  • I used to be like you a long time ago. As survivor you can just chill out and play the game, whereas as killer I saw myself as the game master who dictates if everyone is going to have fun or not, which stressed me out, as I felt a strong compulsion to perform well.

    In terms of getting over that - as simple as it sounds, playing more killer is the best way to get over these jitters. Starting off you should expect to flop about quite often, but as you gain more experience you'll become more consistent in controlling the flow of the match. In other words, with time and practice most of the stress should go away.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1045456#Comment_1045456

    I was not disputing your claim.

    I was just pointing out how the 2 things are in fact different and shouldn't be used interchangeably.

    You're arguing on semantics though, which sort of misses the point. Whether he used the correct wording or not, @AsePlayer 's claim is valid and backed up by his reasoning. Arguing on semantics in this case just derails the discussion away from the original point he made and doesn't really contribute anything to the debate

  • I closed the hatch and spent 2 minutes looking for my slug only to realise (after they left at the end of the egc timer) that they had adrenaline or unbreakable and just escaped via one of the doors.. It was pretty embarassing

  • It's useful if you like to slug a lot and force people to get off gens to heal up. Although I don't like to run it it works decently on mobile killers like Billy, nurse and somewhat spirit

  • I run BBQ, Whispers and a combination of the following: nurses, sloppy, I'm all ears, save the best for last. If I get too many survivors who just camp pallets, I sometimes switch out my last two perk slots for enduring + spirit fury

  • Where you call the survivors entitled and not afraid of the killer is actually them trying to force you to play the actual game. You can chalk up the "salt" to the fact that they waited 10 minutes in a lobby, only to get in a game with an afk Wraith.

  • I have the same problem. I seriously dislike it.

  • I don't dodge, unless I notice that I've forgotten to pick a Tome challenge. Can't miss out on my shards..

  • @korean_zombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027886#Comment_1027886

    Hook tech, locker DS, interrupt DS. Happens all the time

    Hook tech just puts 2 survivors in a situation where they can't do anything. It's an invitation to sit and camp, because gens won't be getting done.

    Locker ds gives you a choice of whether you want to wait out the timer, eat the ds or go for someone else. There shouldn't be much left on the timer, unless you just tunnelled the poor sap off the hook, so it's on you if you get yourself in a standoff with someone with a full timer.

    Interrupt ds - if you suspect someone is baiting it, just lunge. Easy counter

    I'm still failing to see how any of these is considered bullying

  • @PrettyFaceKate said:

    The logic of the devs is that, because the perk was so widely used, they wanted to rework it to open up new build possibilities and to monitor more closely gen time with less interference.

    I'm not saying it's sound logic, especially the latter part, but that's the extent of argument.

    https://forum.deadbydaylight.com/en/discussion/comment/1027886#Comment_1027886

    Because you bully the killer out of camping and tunneling, didn't ya know? /s

    P.S. laugh in undetectable, oblivious and proxy.

    Yeah.. big meanie!

    I'm just so perplexed by people who feel "bullied" by any action in this game. How low is your self esteem for you to think that someone who tries to tank hits with BT for his teammate is bullying you? Is it a generational thing?

    As a side note, tanking hits indicates that they don't mind being tunneled and from my perspective a chase is a chase - then I'll just count a few seconds in my head until the timer expires and smack you afterwards. It's actually pretty funny to see how people who thought they were doing a power play start to panic as soon as the BT timer starts to trickle down.

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