Annso_x
Annso_x
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- Annso_x
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Rizzo is a moderator, the posts read "edited by" when they get moved into an other category even if the text wasn't changed for example
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In my opinion: Demogorgon, Oni and Huntress
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If someone is rude for no reason I say something other than just "gg" to the killer, but as a solo player I'm not going to stick around if I died and if I escaped and see the toxic survivor is tbagging at the gates I'm not going to wait for the EGC to end just to 'take responsibility' of a random person i have nothing to do with
In my experience this is what most solos do but we often don't stick around at the end, and swf are unlikely going to call out their friend (even less so in the chat if they're on comms).
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I don't think it's theirs to give tbh.
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"I need to tunnel + camp to win": it's not so much a SBMM issue but rather a vicious circle problem, like any PvP game the sweatier you play the more you win and go up in MMR and the sweatier you'll need to play.
If you want to be able to win without doing those the only solution is to drop in MMR until you don't need to do this anymore (or hope BHVR does something so they're not the most efficient strategies but I wouldn't count on it)
As for your survivor situation, either you just got an unlucky streak or you (or someone in your swf) got high enough in MMR that you can now be matched against people of an higher MMR tier / threshold than before.
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I don't think the game is getting boring. It's the same as it's always been and new players still feel the excitement older players feel. It's just a typical case of "burnout" (for lack of a better word), I don't know anyone who could play this much everyday forever without taking a break or at least slowing down. The only people who do that are probably streamers & comp players who gain money (or try to) from the game.
I personnally usually play a lot for a couple weeks, then slow down to only a couple games per day before stopping touching the game until a big event comes along. The gameplay is too repetitive to not get boring after a while (as all games do tbh)
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557990#Comment_3557990
I want an overall balanced game.
Thats not much to ask init?
If you don't balance around 'weaker killers' people will eventually stop using them which makes the game even more stale. I don't think it will be much fun having people to main only the strongest killers and run into them eventually in every game.
It will simply shrink the pool of killers to be seen in the game. Nobody wants to loose 25 games in a row. So people will leave the 'weak killers' behind at some point.
You don't seem to want an overall balanced game, you seem to want a game balanced around the weak side for killers but the strong side for survivors, meaning strong killers would absolutely obliterate survivors and playing sweaty swf would be the only viable option for survivors.
It sounds like you're only taking into account the killer side and don't realize that survivors aren't bots. As you said, nobody wants to loose 25 games in a row, so why should solo survivors and casual swfs be miserable and left behind so weaker killers can 4k every couple games against comp swf and call that "balanced" ?
Making weaker killers more competitive should be done by buffing them, not weakening survivors (just like we shouldn't nerf every killer to the ground until solos can escape 1 game out of 2).
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The good ol' "nerf this because it's too strong against weaker killers and nerf that because it's too helpful for weaker survivors (solo q)"
"I still think this is more fair from a killers perspective" no joke you want the game to be balanced around the weakest killers and the strongest survivors (wannabe comp swfs)
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The suggested game modes aren't bad at all, but making them into map offerings would be an absolute mess.
Imagine trying to do a adept or testing a new build but someone brings a random build offering, or trying to do a challenge but there's no hook, gen or exit gates so you simply can't do them.
I think the random build should be an option, everyone who wants can use it but people who don't aren't forced to. As for the rest they'd be fun but I don't think new game modes will exist outside of events unfortunately.
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The first thing that comes to mind is that you were banned for using exploits (like the recent flashlight + locker bug), but I'm likely completely off the mark.
In any case, I doubt you'll get your answer here and should have better chances there: https://support.deadbydaylight.com/hc/en-us/requests/new
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Jake ! Honestly I think I started maining him because too many people were using Dwight, Meg & Claud and I wanted to be ✨unique✨ but he's grown on me a lot, and I've always loved his hair lol.
He's just a silly guy in the woods and I'd love to get more lore and better outfits for him wink wink
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For me it's just that women have way more (and much better) cosmetics, so I play them more often because they get shiny new stuff all the time.
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Once the locker bug gets fixed I don't think it'll be that bad, but it's one of those perks that's frustrating because it's stronger on stronger killers and the only perk that counters it (calm spirit) is awful so using it is a waste of a slot if the killer doesn't bring UW.
I think a minor nerf (longer cooldown) would be fine though, the perk would still be strong.
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@TheTom20 said:
the survivor hud updates provides a huge amount of info an you don't even need a perk for that. number of gens being worked on, progress, who's in chase, when to get ready by an exit gate switch, whos cleanings, recovery progress
I think we can let killers have a bit of info with the huge amount of survivor info we get :)
Ah yes, QoL changes for solo q exist so killers should get some kind of counterpart to ensure they stay miserable.
Also, this is an asymmetrical game and making random equivalents to demand stuff everytime the other side gets something is silly. If we have to nullify every balance change to keep everyone happy we might as well make none.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549523#Comment_3549523
So you're saying survs who are trying to work together in game would be more toxic to each other than survs and the killer immediately after a game when their blood is running hottest? Sure
Yes ? I'm not sure why you'd think people would hold off until the game is done to yell at their teammates for messing up when they can do it live. Blood runs hot after the game, but it definitely runs hotter during it.
And, as much as I wish playing as a team meant people wouldn't be toxic (or only rarely), literally every multiplayer game ever makes this really hard to believe.
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I'm really not sure how you went from "endgame chat is just survs insulting eachother and the killer" to "people would use in-game chat to help eachother", like... all balance and solo v swf debates asides, the toxicity would be worst in-game than in the post game chat which a lot of people don't have or don't use.
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The reasons you mention why it feels unfair are the reasons why I think it's such a great perk actually:
- It helps newbies learn layouts
- It helps nullifying the solo v swf gap in chase because it lets solos know where their teammates dropped stuff
- the better the survivor the more value they get from it, a survivor who is bad at looping won't suddenly become a god because of it
I do understand feeling bored out of your build and thinking it helps you too much (I did a no mither cure and played with 0 perks for quite a while because of that lol), but i think it's silly to think strong (but not OP) perks are unfair or "crutch" because the player gets value from it, like... it's the whole point of them and pretending like it's bad to use good stuff is silly otherwise we would all be running calm spirit.
But to go back to your question, your skill absolutely matters when using WoO, if you were bad at looping you wouldn't be getting much further because of it. You feel stronger with it because you don't have to focus as much and it makes solo q much better, but neither of those things are bad in my opinion.
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If you have 15 characters P6 you've spent as many BPs as someone who spent it all on one P100 character. There's probably a few cheaters in there, but the majority of the time it's just people who spend their BPs on only one character, which is easy to do for survivors because they're just different skins. Plus we just had the anniversary and stuff, so 300h doesn't seem like a stretch to me (even less so if they usually use BP offerings or play with friends who do)
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Honestly I don't think it would really encourage tunneling, people who want to tunnel are only focusing on one survivor anyway so they don't have trouble keeping track of hooks.
I don't see how it would be useful for non-tunneling killers either (like the survivor hook count tbh) but if the people want it then why not
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When there's an event i take the event offerings before pressing the auto-bloodweb nod, but otherwise I'm quite lazy and just let randomness do its thing
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@daffyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548450#Comment_3548450
"DbD shouldn't be a game with comms. Whatever theme it has left of a horror game doesn't work if you can constantly be talking to your team."
What can I say, people use communication software and causes an unfair advantage in the game.
"Yes, SWFs use them, yes its a disadvantage to Killers, but they are a smaller portion of the player base."
Please prove they are a small portion of the player base as they are not a small portion, far from it. Also it affects other survivors.
"Once it is optional we can then have a fair fun game for all, why haven't DBD done this already like other games?Because DbD is asymmetrical."
That is not a reason, other comments after this have already been addressed including players who play solo survivors and killer are unable to opt-out of players having unfair advantage on communications rather than players have the choice to opt-out of communications which is understanable for it to be more fairly balanced for all.
Even if we pretend like everyone will use comms, do it with good intent and no toxicity, a coordinated team will still be miles better than random people who have never played together, didn't plan for their perks to have synergy and possibly don't even speak the same language. Comms might lessen the gap between solos & swf a bit, but it definitely wouldn't fix it and it would absolutely make it worse for solos who don't use them.
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You can disable the post game chat already, no need to delete it for people who want to use it.
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Demogorgon. It became my favourite killer before I even started liking Stranger Things.
I think he's really well balanced, got some cool tricks and I like his whole design (animations & sounds, chase music). The mori is great too.
I really enjoy his playstyle, it's chase oriented but it doesn't make holding w the only strategy against, so I always get fun chases and the portals allow me to find an other one quickly.
Also, he's the bestest boy and people don't face him often so they're usually happy to do so, so usually the games are chill and fun
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Wanting in-game comms is basically asking for the game to be balanced around swf while we let die solo q die in a corner, so no thank you.
Also, comms wouldn't even fix the balance issues between swf and solo q.
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I assumed it means we get as much chance of getting McMillan but everytime we do we have 1/2 chance of having each version, but if you're right and it means we have double the chance of getting McMillan I agree it's way overkill.
In that same vein of ideas I think map randomness & anti-repeat system should be for realms and not individual maps (if that's not already the case, but it doesn't feel like it is).
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I'm personnally very curious about how a blighted Trickster would look like because blighted cosmetics usually exaggerate monster-like traits and, well, he's just a dude.
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This isn't a bad idea on paper but wouldn't it lead to a meta where survivors hide until gen speed is back to normal and only getting faster so they only get the upside of this change ? Similar to how they hide against Corrupt and only start the game after it's gone.
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@Rapteriurz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544065#Comment_3544065
Sure there are some ways to look into. It's called "ingame stats that we don't see but are recorded server side". Every dev with proper tools can basically look into that match by time stamps and see what everyone was doing.
The server can't tell if someone missed a skillcheck on purpose or not, so they wouldn't do anything about it anyway.
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It's not bannable because you can't prove intent. For all you know they could have been actually trying to get the 4% and legitimately failed two skillchecks.
On top of that, there's situations where most people agree it's fine, for example when there's only 2 survivors left, when everyone is downed...
One time i killed myself on first hook because it turned out my teammates were busy tbagging in the basement, I'm sure the killer thought I ragequit and ruined the game for everyone else, but truly there was no game to ruin and I just wanted to move on.
Obviously most of the time it's just someone leaving because of petty reasons, but as long as you can't prove it the Devs can't punish them.
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I'm afraid that's not a new trend, although I admit this particular flavor of BMing is pretty rare.
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@MeanieDeeny said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543791#Comment_3543791
Why are y'all so rude all the time? They were literally asking for advice on how to manage those feelings, and if others feel the same. I'll never understand why the solution is to be rude and tell people to stop playing.
Telling someone they should take a break if the game stresses them out is not being rude lmao. There's no secret advice that's going to cure them of their burnout. I'm speaking from experience when I say taking distance from the game is the best way to realize that it's just a game and not care about losing or bullies when you come back. Also, it's just an advice, they don't have to follow it.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543791#Comment_3543791
No sign tapping needed. They stated that they enjoy playing the role of killer.
It sounds like they enjoy winning as killer but are stressed out by losses and the idea of going against a swf. Considering it's very unlikely they'll never lose or see a swf again I do maintain the best course of action would be taking a break until they stop caring about the game's outcome and just want to play for the sake of playing.
I would advise to just stop caring about losing, but I've found it's much easier to do so when you're not actively grinding the game.
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But for real, you really need a break if you can't handle losing and take "those bully-swf" personally
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543718#Comment_3543718
I'm just looking at basic math with holding W. Assuming no movement speed buffs for either side, you'd gain 6 meters against a 2.0 speed xeno, which takes 10 seconds to close. That's 13 seconds of extra time for each miss. Your telling me that's not enough?
I'm no good at math but I'm pretty sure that's an oversimplification, in any case as I said I wouldn't have minded trying out 2.0 and i think Xeno might still get tweaks in the next patch.
I was just saying Xeno feels bad right now because people got used to the bug, but that really he's not bad.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543460#Comment_3543460
In all fairness to that, not everyone plays PTB. It's not available on console and not even all PC players mess with it. This isn't a case of "Killer players were fine BEFORE" because your just talking about a small percentage.
The thing is this doesn't feel like a nerf from 2.0 to 1.2. This feels like a nerf from 4.6 to 1.2. Alot of ppl are just saying to at least give that 2.0 a try.
I personnally wouldn't have minded if BHVR had fixed the bug and tried out 2.0m/s, but I understand that they skipped it considering most people who pulled out the math and comparisons to go on and on about how it was too much didn't take the bug into account. I'm aware most people don't play the PTB but I still think the initial feedback not complaining about 1.2m/s definitely played a part in BHVR deciding it was fine and not risk
survivors being angryXeno being too strong until the next patch by trying out 2.0.I don't know if 2.0 would have been fine (although I honestly doubt it), but I'm assuming Xeno was overperforming and if its killrate drops too low they'll change it again.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543440#Comment_3543440
It IS an odd choice to not just fix the bug and see how it plays out.
It was also an odd choice for BHVR to buff something nobody had a problem with (even more so when that thing caused issues with multiple killers), but it's even weirder for killers to pretend like Xeno is suddenly terrible when this was such a non-issue killers complained about this being buffed instead of Xeno's add-ons.
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Xeno was just reverted to its PTB state, where no one complained about the punishment being too much. You guys just think it's awful because you got used to the bugged + buffed version.
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I mean survivors have toolboxes which replace gen speed perks and saboteur, maps and keys to replace aura reading perks, medkits to replace heal perks...
The problem isn't the add-ons, it's that healing is awful so mangled & hemorrhage is pretty meta right now.
However I agree that the difference of add-on strength between killers is a problem. I don't want them to be standardized but they shouldn't make some killers OP while being useless on others. Also, insta-down add-ons need to go.
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Edit: Nevermind I'm tired and have a poor memory, but I still think you can ask customer support can do it for you so you can try asking them: https://support.deadbydaylight.com/hc/en-us/requests/new
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Honestly this just sounds like a hefty nerf, not something that would make the game more exciting.
Also this would mean solo survivors would barely have any idea of what's going on anymore because they wouldn't be able to look for auras.
Finally, I can't personally imagine holding M1 being any more fun because my camera is locked in place and I can't even distract myself by looking around.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541947#Comment_3541947
When? Where?
I remember only one comment about it and that was they don't plan anything for it.
In the recent Reddit Q&A
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542118#Comment_3542118
They teased the rework for next midchapter, which ptb might take place next week according to calculations. Hopefully it will be good!
Yes I"m really looking foward to it! hopefully they made her interesting instead of just nerfing the 3gen strat
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@JorgeLeooooO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522784#Comment_3522784
Não é assim que se joga videogame
Yeah, playing against SM absolutely sucks and I hope her rework comes soon, but it doesn't change the fact that she's not going to get killswitched even though most of us hate her because it's not what the killswitch is for.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541905#Comment_3541905
Yeah, I got it and had to play like a selfish dick to do it. I got some saves, but everything was calculated and I basically avoided the killer all match. Wasn't quick, easy or fun.
The malicious one was easy in comparison: just wreck fools, have no mercy
Yes it sucks, and I can't even blame people who do this because escaping in solo q is hard enough but doing it without being downed at all is basically impossible unless the killer is afk or ignores you because they're too busy facecamping and tunneling someone else
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Exactly the type of challenge that makes solos equip left behind + hatch offering and do nothing but hide all game, how lovely
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It just means the bug is still here and hasn't been fixed. Still sucks, but it's not worst.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541097#Comment_3541097
Calm spirit deletes the bubble effect, hence fully deleting any scream based perk, like Face the darkness, Infectious fright , UW, etc.
https://youtu.be/AvuLKM1GEQw?si=kI2Js26oiE7Nr2o6&t=12
CS providing full unlimited deletion of all scream based perks + doctors effects is ridiculous.
How long has this been a thing (or am i just completely misremembering and it was never a thing in the first place)? I used to be an adept Jake Main and played a lot of doctor and I would have literally bet on the fact that the bubble was still showing lmao
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540544#Comment_3540544
There's a difference between "countering" and "deleting"
Blood echo and fear monger both counter exhaustion perks, but you still get to use them just less often.
On the other hand perks like Calm spirit just outright delete scream based perks.
The latter is fundamentally unhealthy as a "counter"
Genuinely asking, are you aware that calm spirit deletes the screams only ? Like unless I'm not up to date it doesn't delete or counter any perk or power effects besides the scream sound (except for that one Cage perk I think), it doesn't even counter the tracking effect because the scream bubble still reveals the survivor's position. It just means the killer has to look around (like for auras) instead of relying mostly on sound.
Calm spirit doesn't delete any perk effect, it just makes screaming perks more inconvenient to use (and is still a terrible perk).
As for distortion, I think forbidding it to gain tokens while in chase is a bad idea because it would encourage survivors to avoid the killer and play full stealthy. I think making survivors gaining tokens in chase only would actually be a better idea, it means survivors who use it to avoid the killer would be forced to interact with them to get their tokens back.
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Honestly it really depends on the challenges. Some of them are fun to do and / or make the game interesting, or are done naturally so it doesn't impact your game negatively. However I agree a lot of challenges are tedious and having teammates throw the game to try to do them is unfun, even more so when the challenge requires the survivor to escape but the hatch counts so they just wait for everyone to die.
Also, I'm tired of challenges that ask you to do the adept. Adepts are an achievement and people who want them will do them anyway, no need to make everyone else struggle.
