Araphex
Araphex
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/3189567#Comment_3189567
I mean, there's youtubers that play solo q doing fine that you can look up as we speak if you don't want to take anyone's word for it here.
I can easily say the people complaining about solo que are just entitled survivor mains that need to git gud if I want to be a brick wall.
There's no point in opening a conversation if you're only going to listen to the side that already agrees with you and discredit everyone else.
ex. I see a lot of complaints about que times but mine are fine and the stats show they went down on both sides. Clearly the forum is just full of entitled copium sniffing survivor mains just trying to get killers nerfed.
They are, but they're also higher MMR. Mid and low MMR is a struggle. I play both sides equally and just gave up on survivor now because I'm tired of my teammates running around like chickens with their heads cut off every single match, throwing the game. None of them know how to loop the killer and just because I get hatch doesn't mean my MMR is increasing since it doesn't count as a win. I wish they'd make it count as a win, especially since there are perks dedicated to helping a survivor find the hatch. I think that'd help a lot for those of us who are decent or skilled players move up instead of being stuck in a never-ending cycle of bad games.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189560#Comment_3189560
Yea, the people doing "fine" in solo q, you mean the people on here with their post history showing they're killer mains? Those are doing just fine I'm sure
Definitely not doing fine in solo q and I play both sides equally. Killer is far much easier now. I don't play in a SWF so I can't speak for them, but solo q... yuck.
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They made the game more difficult for solo q before actually fixing solo q which I still find redundant. Survival rate is now at 39%. I too took a break and came back to only lose every single match in solo q. Then I went to play killer and lost maybe 1 or 2 in the past week. The game is currently balanced between killer and SWF right now.
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Once they fix solo q issues, I'm sure this will change in favor of survivors. Right now, to many solo survivors lack the advantages of a SWF. I'm sure survival rates would show to be much higher if they only provided us SWF data, which I wish they would have done in contrast to solo q.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3187694#Comment_3187694
Not at all! But this is probably one of the most misquoted things, so it's worth talking about again. Escapes are not skill, but they are a proxy to skill - that is to say that skilled plays tend to improve your chances of escape.
This does not mean that the game thinks you're a bad player if you have a really good match but die in the end. It also doesn't mean that you're a good player if you hide all match and sneak out the exit gates after your teammates carry you. No matchmaking system in any game is able to accurately estimate your skill from a single match. Matchmaking systems work over the course of many matches to continually refine your rating. If you're lower than you should be, you'll outclass your opponent(s) and your odds of winning will be higher, meaning you'll gradually climb over the course of several matches.
To give an example, you lose two matches and then win two. You'll end up more or less around the same point that you started. The game doesn't think you suck just because you lost a couple matches, it's looking at the bigger picture and always trying to make sure you end up in the right spot.
The reason why matchmaking systems use a single metric (like kills / escapes) to estimate skill is because adding a ton of variables into the mix has huge consequences. Say you count two hooks as a 'win' for the Killer- does that mean that the Survivor who escaped also won? If so, you have a situation where both parties can win, raising both of their ratings. This might not sound like an issue yet, but it has just created a scenario where on average you're more likely to gain rating than lose it, meaning people are on average always climbing higher. This completely breaks the entire matchmaking system.
But even so, adding in a bunch of other variables doesn't necessarily indicate skill either: If a Killer gets two hooks, that doesn't automatically mean they played super well. The matchmaker can't tell if you got those hooks through some tough chases or if you just tunneled someone off the hook and downed them before they could get to a pallet or window. Adding chase lengths into the mix is yet another variable and yet again doesn't reflect skill (you might have downed someone really quickly because of a skilled play, but they might also be in a very safe part of the map where that's not possible). Already, you can see the rabbit hole this is turning into. There's far too many factors to look at a single match and say, "This person is amazing, strap a rocket to them and send them to the moon!"
By using a single metric like kills & escapes, that ensures that one person always wins and one person loses (or they draw). In order to keep climbing, you'll need other people with a similar rating, otherwise the gains you get from each match gradually diminish until you stop climbing.
But all that said, the matchmaker's job is purely to stick you in a place where you'll win about half the time, not to judge you and make you feel bad about yourself. Whether that's because you're a legend who needs to go against other legends, or because you're crouching in a corner because you know you'll only last 5 seconds in a chase. It's only trying to find a spot where your strategy, regardless of how skilled it is, works about half the time.
To get back to the original question: Yes, we do have some improvements in the works, including team-based ratings (so dying heroically to save your team doesn't count as a loss). I look forward to sharing more info about it and the other changes when they're a little closer to release.
To be honest, the pip ranking system is far better at determining skill than say someone who does nothing the entire match and still escapes, or someone who was hooked 2 times and still escapes vs someone who was never hooked and escapes. An escape or kill should be the final factor of the calculation to ensure points are given, but working gens, escaping a chase, not being hooked should determind how many MMR points are earned if the survivor escapes.
Also, I played over 20 games this week as survivor and lost all but 2 due to other survivors going down without a gen or 1 gen being completed. Hatch doesn't count as a win as we were told. So what's the point of MMR if you're a skilled player but lose because you get hatch or die because everyone else died early on?
Its not hard to add some variables like I mentioned, points for skilled plays, and it seems the devs are thinking in that direction but still I worry the mark will be missed. Skill is to be determined by how many gens you and the team worked, escaping chases, not being hooked, and then totalled after you escape. If you played skillfully, you should still earn points but not nearly as many as you do to escape. Like if you're the last one to be hooked and 4 gens were completed, more points earned than first hooked at no gens completed which should lower your mmr.
There is also the fact that players with more hours and higher levels have more skill. But losing because of teammates shouldn't be considered in the mmr factor. A player shouldn't be punished because they got hatch or died last because their teammates tipped the match in the killer's favor. Just some thoughts i hope the devs will take into consideration as they work on this.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3186260#Comment_3186260
Are there plans to get it working for console? Because PlayStation and Xbox users can't just change their names like Steam and Epic and even Switch can. Anonymous Mode was amazing. I didn't have to worry that I ticked off one of my teammates by doing something like cleansing dull totems or escaping when they didn't. My friend pays attention in lobbies for names he remembers because that's a bad thing, it means they seem to have a grudge for some unknown reason, but I didn't have to care with Anonymous Mode on.
I'm sure there were a lot of PlayStation users who were happy at the chance to turn their messages back on, too. I turned off messages and friend requests a long time ago specifically because of DbD.
If console isn't getting Anonymous Mode, then cross-progression really needs to be a thing so that those of us who want to use these features can move over to Switch or Epic.
Based on what Mandy said, I assume they're going to need approval from each platform to implement these since they edit platform level features. I also think they'd need that for cross-progression as well, although I'm not 100% sure on that one.
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@Tsela said:
Well every competitive game where people play against eachother, has overall a toxic community. Check every other forums. League of Legends, Overwatch, you name it. The majority of any playerbase simply can't maturely handle the stress of competition, and they are just salty.
You beat me to it. Every competitive game has a toxic community. Even non-competitive games. ESO, WoW, ect. But those games aren't nearly as toxic as competitive games which is why I usually don't play them. DBD and Evil Dead:The Game have been the only exceptions because they aren't nearly as competitive as games like COD, Fortnite or Overwatch.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3186239#Comment_3186239
The problem is, as it was explained in the patch notes, that anonymous mode prevents other players on your platform from reporting/blocking you on the platform itself, since you have no way to get to their profile when it's enabled. Said platforms have strict guidelines on what can and can't be done in games, and evidently having no way to get to the profile of another player on the same platform ingame is a part of those guidelines. Obviously this is completely counterintuitive to the whole purpose of having an anonymous mode, so...
Or TL;DR there's an extremely high chance that platform terms of service (or whatever the developer equivalent) "legal" BS is going on that BHVR has minimal control over, and they can't talk much more about it. I'm sure BHVR is just as annoyed as we are.
Thanks. This makes more sense now.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3186239#Comment_3186239
as I tried to explain in my initial comment this is to do with over riding platform level features, which is something we cannot do. This is absolutely nothing to do with priority.
Okay, I think Bloodshade connected the dots here which now makes sense to what you're saying. I actually can understand that. For some reason I was thinking platform = the game, not the systems the game is played on. My apologies. It makes more sense now.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/346512/anonymous-mode-on-console
We did attempt to explain the reasoning in the patch notes. This was not a feature that was able to go Live and it was implemented in error. Platform level features cannot be overturned, those must take priority and unfortunately the Anonymous Mode over rode these...which is why we needed to remove it from the other platforms other than Steam & Epic.
I guess I'm still confused. Does it still need to be tweaked or adjusted for consoles? Or was it just not as much of a priority compared to other content such as new killers, survivors and maps? If it's the latter, I would think stopping toxicity in the community, stopping stream sniping and allowing us to have our privacy would be at a higher priority. But if it's because there are adjustments to be made, or even gathering data to ensure it's working as intended, I can understand. But it feels like PC players get the upper hand on this so any clarification other than telling us we aren't intended to have it right now would be useful. Especially since it was accidently given to us to begin with.
Hopefully my inquiry makes sense. Itsnjust frustrating because I had to quit playing after constantly being sent messages to off myself. I love this game and the only thing keeping from playing is the bullying. I hope thus makes sense and I hope to understand your judgement.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3186059#Comment_3186059
Yeah it makes no logical sense but it's probably not up to BHVR. Like if they kept it in as-is they risk being reprimanded by Sony/Xbox or whatever probably so...
But they really do need to have some serious talks about it with the platform holders. Because if it's implemented in such a way that people on your platform can still just click on your profile and send hatemail it completely defeats the purpose of anonymous mode in the first place. I'm not really sure how it works in Fortnite/Apex either but if it works the logical way on those games I'm not really sure what the issue is?
I'm not sure how they would be at risk of being reprimanded by Sony/XBox for allowing players to have their privacy and stop online bullying. I don't play Fortnite or Apex so I wouldn't know either how they're implemented but I did look up videos on Fortnite and it works so yeah, I don't know what the issue is.
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@Dwight_Fairfield said:
On Playstation you can just disable your messages so that only your friends can message you.
Yeah but I also play ESO and other games where I'm not friends with guild members and still need to have this functioning. It's either be open to all messages or only your friends or nobody. I'm not going to turn it off for one game. Plus, I wanted to get back into streaming my games but I guess I can't now.
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@[Deleted User] said:
It's funny to me because I'm pretty sure Sony explicitly tells you not to report for ingame things and to use the ingame features to report them, so realistically all disabling anonymous mode does is open up people to abuse that they would otherwise not have to deal with...so like, who exactly benefits here other than dickheads?
As I said when it was first announced, it seems like it's a platform holder issue. It's complete nonsense but what can you expect from out of touch companies?
Xbox is the same way. Plus, on Series X you can stream directly to Twitch since its built in. Who wants to be stream sniped on console while PC players don't have to deal with this anymore. I'm just done. Quit playing because of the toxic community. Came back when I heard Anonymous mode was working on console. Now that it's gone, I'm gone. I just can't deal with the messages telling me to off myself or making fun of what I look or sound like. It's not worth it.
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@jesterkind said:
Based on the phrasing in the update, it seems like it was preventing people from using the platform-level blocking functionality, so removing it makes sense.
Is hiding your name not enough to stop the hateful messages, btw? Genuine question, I don't play on console.
I was able to block a user just fine yesterday. A survivor was acting foolish throughout the game and cost us the match. I blocked them with no issues.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185425#Comment_3185425
On the contrary. Solo, when matchmaking works, allows for a great deal of teamwork. Teamwork is more than just altruism like body blocking and stuff. It's the collective efforts of everyone. Sorry for your losses; we all know it's the teammates' faults. But I've had positive as well as negative experiences.
There was one match where there was this Leatherface that downed 1 person and camped them to death, and I knew that was his plan from the start, and my teammates should have known, because after he hooked that person nobody else went down or even got injured, meaning he was Insidious'ing at the hook, which he was. Rather than pushing gens with me, which would have left this killer with a 2k at best, the 2 dunces waited next to the hook knowing that they couldn't do anything without hook trading, they didn't even do that, and instead let the person die on first hook AND both went down themselves for no reason at all! Even still, I kept pushing gens til the next guy that was hooked died, picked up the remaining slug, and she kept pushing gens while I was taking the killer on a very long chase until inevitably getting downed and hooked. At this point, we're at 1 gen and I have Adrenaline. She screwed up on the Merciless Storm skill checks, but assuming she didn't miss them, finished the gen, and was able to work on a gate if the killer was camping OR sneak around and unhook me if he wasn't, we would have been out of there, at least one of us. That's how much power survivors have even after making the worst mistakes possible, and we need more solos to realize that, rather than giving up and not getting good.
I know not all experiences are bad but the past couple of days just returning to the game to find every single match where the other survivors were all killed by the 1st or 2nd gen being completed, and hatch not actually being a win for survivors, was just disheartening. I decided to try and play killer for a bit last night and honestly it was too easy. I went against a 2 man swf (names were very similar and on PC) with Sadako and they all went down after completing 2 gens. But then I tried Myers against a 4 man swf and only got 1 kill. I play both sides equally and I have to say the balance of this game is way off, especially on solo q. Killer is still a struggle against a 4 man swf, but when going against solo q it's a walk in the park... And I've seen it from both sides now. MMR ranking must also take into effect as well since when I play solo survivor, I match with low prestige players and I guess by the way they play, they must be new. When I play killer, I mostly go against swf teams. I don't know but something is way off.
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@danielmaster87 said:
The survivors don't have to leave you. Literally, if you make it alive to endgame, all they have to do is body block. Or if you're on hook, they hook bomb and body block. It doesn't take 3 survivors either. Just 1 or 2 will do. It's a guaranteed 4-man out. People are just scared to do it for fear that they won't survive, because if they don't, their MMR goes down and they stay in MMR hell.
Problem is I've play well over 20 games.in the past 2 days, all losses from either teammates going down early or nobody body blocking for saves. Instead they go and do gens which is clearly not a winnable strategy. I've even tried it myself. Teamwork is the only way to win as survivor and solo Q doesn't have that at all.
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Sounds like an issue with your internet provider and not the game. Contact them.
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I haven't really been playing the game much lately with work and school, but last night I played several matches where as soon as one survivor was downed or hooked, the other 2 survivors ran around like chicken with their heads cut off. Nobody would do gens and I felt like I was the only one who had to get off the gen I was working on and save the hooked survivor. One game I just let them go because I was too far away and almost done with a gen. Immediately the other 2 were slugged and hooked. Needless to say we still had 4 gens left. Then the last two matches were face campers/sluggers. One of them literally slugged everyone and then face camped on the hooked player. I used unbreakable, got my teammates that were slugged up but then they ran directly to the killer camping the hooked survivor and went down again. I decided to go do a gen. After the survivor died, he came after me. I'm not great at looping so sure enough I went down again and we all bled out.
Solo Q needs some major work.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/3180113#Comment_3180113
Omg I read that wrong 😭
Trust me, I had so many things I wanted to say that were wrong to begin with. 😅
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Probably the scariest killer in the game for me honestly. The sounds made when the killer switches between Victor and Charlotte from a survivor perspective... Chilling.
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Pyramid Head. He has to be a great cook, right?
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Maybe turn it into earning a health state and broken status for the rest of the game unless you are hooked. So if a survivor is injured, they become fully healed and if they are on the ground, they get up to injured state. Also, maybe earning tokens to use, or just one use per match to keep it from being abused. Even maybe after the last gen is completed but before the gates are opened. Last, add a radius. It shouldn't be map wide.
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1 is greater than 0. 😁
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@Blizer said:
https://forum.deadbydaylight.com/en/discussion/comment/3176436#Comment_3176436
If there is a TV around the loop outside of that, it's mind games.
True but I was generally thinking in terms of when I played them how I used their power and I typically cannot find a TV to teleport to during mid chase at a loop.
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I had a game last night where survivors were only able to complete 1 gen, and the survivors are actually trying their best to get them done, along with cleansing the hexes from plaything and then pimento on top of that. Eventually one survivor just gave up in chase. I would have given them the hatch had they been the last one to go down. I felt really bad about it because they didn't dc, they didn't give up on hook, they still struggled their best as I tried to go to the furthest hook possible but without passing other hooks in the process giving them a chance to get free. I probably should have just turned the tables on the other 2 survivors that were left and let them get out through the gate. But the game went over 10 minutes and I bet they were as bored as I was. Probably will do that next time and afterwards. But I did generally feel bad. No trolling, no spamming flashlights, honestly the one with the flashlight was bad at blinding me which made it feel worse.
I just generally feel bad when I have a group of survivors who try to survive and play without being a nuisance. Or especially when I play the Pig and someone who doesn't know to boop the snoot while the other survivors try to get them to boop me, sometimes I let it go. Some of us killers do have hearts. :)
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Pyramid Head can hit survivors during loop with Punishment of the Damned if timed right.
Freddy can place down dream snares or dream pallets.
Ghost Face and Pig - Crouch. Survivors can have trouble seeing which direction you're coming from.
Both Bubba and Billy can destroy pallets quickly with their chainsaws. Both can also down healthy survivors with said chainsaws.
Oni, similar to Billy but with giant club.
Trickster, knives. Lots of knives.
Trapper has traps.
Wraith, hard to see. Speed increase.
Hag, curse and teleport.
Myers... Tier 3...
Blight... Dash, dash and dash.
Twins, use both.
Nemesis can hit survivors with tentacle through pallets and windows.
Dredge has the remnant, nightfall and locker teleport.
Wesker can vault pallets, hit through pallets and windows like Nemesis.
Sadako is the only one out of any of the ones any of us suggested that might not have any anti-loop plays. Unless I or someone else missed one.
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@Gary_Coleman said:
I stopped reporting people when I found out that I need video proof of everything. It's such a convoluted reporting system. It makes me feel embarrassed that I play this game, honestly. Especially considering this is the only game I play where I would even have a need to report people.
That is the problem I have with the reporting system. But I did hear that they now can gather data from the games with the new anti-cheat update, not sure if that works on console though? We shouldn't have to have video evidence of cheating when the data can tell when a user is consistently out of bounds (ie. in the sky or below the ground, moving through barriers), triggering perks that they aren't equipped with, spawning items that they didn't load into the match with, being put into a hooked state outside of the hook parameters or being hooked more than 2 times, all generators being completed before 10 seconds after the match started, and so on. My hope is that they will turn to data rather than video evidence we provide.
I used to volunteer on an old game back in the early 2000s as an admin/dev, and we coded similar things. If a player entered said parameter outside of the zone, they would instantly move back to the zone. As we collected data, if we saw this happening repeatedly or if they weren't being moved, we investigated. We'd confirm that it wasn't a bug before booting the player indefinitely from the game. Same with spawning items that they didn't have access too.
I don't know why developers don't do this anymore but I know programming logic has changed over the course of the years. But data should still be the number one source in identifying and rooting out cheaters. Today I literally work in a system at an insurance company that if something isn't filled out in our system properly, it generally errs and gets sent to a report that we review and have to go in and correct. The system identifies something isn't working as intended, and sends a report itself. Not the users. Although we have had some new issues arise where reporting the issue needs to happen, but those aren't programmed yet to self report because, well.. they're new issues.
It's something I hope the devs consider because someone could experience a bug, i.e. falling through the ground, and someone else report it as a cheat and show video of it and the user gets banned despite it's a coding and development issue. Data needs to drive the reporting system, not videos.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3176112#Comment_3176112
I honestly loved new RPD more than the old one. Map is more playable for both sides. It still has some issues but feels better than the old version.
I guess it might be that I just need to get used to it. I loved the old map because I already knew my way around it from playing RE2 consistently in the past. Of course there were parts I didn't like about the old map, like the second floor of the library for starters, but it was easy for me to learn from experience. But like I said, probably just got to get used to the new ones.
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@kaskader said:
Remove cheater mode(streamer mode) immediately. I no longer can check steam profiles which helped me with dodging cheaters. EVERY SINGLE GAME i played today has a guy flying around and doing gens instantly. I feel like im playing gta online. Its an absolute disaster. Please bhvr MAKE ANTI CHEAT YOUR PRIORITY
First of all, the devs have updated their anti-cheat software to better detect when users use cheats in the game. Second, Anonymous mode has a feature called "Hidden Matchmaking Delay" which is supposed to stop stream sniping the user. Along with turning on Anonymous Mode, other users cannot see who you are. Finally, the devs confirmed in another thread that you do not need the stream ID any longer to report a user. Report them via in game and send in a ticket through their website and they can just pull the user information along with everything else updated with the anti-cheat software update to take action. So I believe anti-cheat is a priority. Turn on Anonymous Mode and Hidden Match Making Delay and if it still doesn't work, come back and let us (especially the devs) know, because I for one feel your pain. I can't stand cheaters, especially those bot killers that down everyone in less than 30 seconds.
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Turn on Match Making Delay under Privacy Settings to stop stream sniping. Simple. Or at least that's what it's supposed to do. Not sure if it really works though. 😐
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@EntitySpawn said:
Well console players cant even grab player IDs and we dont even get streamer mode either...
I can run into multiple cheaters and not do a thing about it
It's under Privacy settings on console. There's 4 options you can change there.
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I was thinking how much more I enjoyed playing last night than the past several months. It didn't take as long to get Wesker to Prestige tier 1, Wesker was actually fixed and is in a perfect state right now (plz, no more changes to him unless something bugs out). The new Annonymous mode is great, no more salty, rude, bullies after the match telling me to off myself (best change overall).
I didn't get a chance to play survivor yet in the past week but I noticed a few weeks ago when I did play solo q, learning when to take risks and all, it's not as bad as many others say it is (guess they just want a win handed to them for bad plays). Solo q needs to get balanced to be at the same level as SWFs, and I hope rather soon because then the game can be balanced with much more ease. Plus less complaints.
But staying away from negativity here, the direction of the game is in the right direction. Would be nice to see killers or perks nerfed into the ground get some love, along with some maps. I am not happy with the RCPD map changes though. It doesn't feel like they were made any smaller and they're a bit more confusing now. Plus so many vault locations. Sadako and Freddy need reworks or buffs... Something. But overall the game appears to be heading in the right direction.
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The community in general has become toxic now now more than ever and I'm finding its younger players whom I guess their parents are letting them play this game.
I played a match where the killer tunneled and camped a TTV survivor out of the game, although I didn't know at the time he and his buddy were bullying the killer. In the end he let me and the other solo survivor go. I then went to the TTV player's stream to find out what happened that game to find the killer player and the TTV with his friend arguing. Needless to say, the TTV player told the killer to commit suicide and blocked him from the chat. It was then I knew why the killer tunneled and camped them out of the game.
I believe that's why we have so many campers and tunnelers. Killer mains are tired of being bullied so they take no chances. And on top of it, the devs nerf these things making it more frustrating for them instead of dealing with the initial reason why they do it in the first place.
Dead By Daylight has become nothing but a game full of immature bullying, and of course young people are going to take it seriously. They're young. I really hope the devs address this because it can kill the game or continue to breed a toxic, hateful community who eventually take this hate outside of the game into reality. It just takes one person who isn't mentally fit to be triggered... I truly worry about the state of the game.
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@UnknownKiller said:
I swear that survivor bp boost was never down of 100% also i find killer queques in less than 5 secs like survivor
I found killer queues in my area last night to be longer than survivor queues and the bonus was for survivors. I'm not sure how they're going about it but there was definitely no need for survivors, only killers.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3161808#Comment_3161808
It’s definitely not an internet issue. My internet may not be the best but I’ve seen clips of this happening to people who I know have a far better connection.
I’ve also noticed that the game didn’t show I had any bad ping or packet loss before this patch. On the PTB (when they implemented showing bad ping or packet loss in-game) it said everything was fine for me.
Right. I definitely never had an issue hitting a survivor with the Deathslinger or Huntress. Nurse has always been a bit of a challenge but that's Nurse. Wesker just dashes through survivors unless they aren't moving or walking. Even if they are running in a straight line, I've literally gone through them. I turn around and they are standing there like "what the...", lol. But yeah, I hope they get this fixed.
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I really think they need to set it to one charge, not 2. Or at least increase the speed of the ouroboros infection.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3161582#Comment_3161582
They’re not “leaning into it”, Mandy already commented they’re monitoring the feedback on the survivor collision hit box size. My guess is given the feedback they’ll probably eventually split the difference and increase it from its current 20 cm to about 30 or 35 cm which would be halfway between now and the PTB value of 40 or 45.
Meanwhile though you have to aim Wesker with the 20 cm value. So I’m curious if I’m right in comparing that to Deathslinger in the open.
I hope so. I spent yesterday dashing directly through survivors.
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@CEO said:
https://forum.deadbydaylight.com/en/discussion/comment/3161207#Comment_3161207
and yes its endgame but he was already doing that before i just didnt get a chance to take a screen and even if its endgame it doesnt make it okay
Seriously? Life isn't fair and neither is this game. Strap on your adult pants and deal with it. He is proxy camping and the devs said that is allowed. Sorry you don't find it fair but like I said, life isn't fair.
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My ping has always been around 20-30, and I've noticed matches lagging beyond belief since the update. Unfortunately I played as Wesker yesterday, so I couldn't see my own ping. But everyone else was over 100. The new RPD maps were the laggiest.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3161325#Comment_3161325
0:09 has what I’m talking about in specific, but in the rest of the video you can see various other issues.
It applies to cases where you would slam the survivor as well, not just throws.
(Thank you @SadLegion for allowing me to use the footage.)
I noticed thay you captured in the video something I've been experiencing a lot with Wesker. At 22 seconds in, he just goes through Bill. I've constantly dashed through survivors with my first dash which seems like the hit box may be too small now. I've eventually just stopped using the dash to attack because its useless.
And before anyone says anything about my internet, I have 1 Gbps internet and never had connection/speed/packet loss issues.
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This will only embolden killers to face camp more often, I assure you. They know if the survivor gets off the hook, then they basically don't have a chance at chasing them, so they'll stick around. It may stop tunneling, but it won't stop face camping.
They should really be looking at new perks to combat face camping. Example, a perk that if you are the hook and the killer is within so many meters of you, the hook timer stops for X amount. I'd call it Entity's Favor or something like that. Maybe even make it a boon totem, anything that can't be abused. Combine it with other hook perks, styptic agent and other perks and survivors should have a chance against a face camping killer.
But this change isn't going to really stop camping for sure.
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@Biscuits said:
I don't know about anyone else but I don't consider a solo escape as a win.
Doesn't matter. That's how the game determines a win. Except hatch which isn't counted as or against.
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@DeleteSWF said:
Solo survivors don't need buffs of any kind.
They need to start repairing gens more and stop playing badly. Low survival rates are entirely due to poor tactical decisions, cockiness and entitlement.
This, 100%.
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@uniqid said:
https://forum.deadbydaylight.com/en/discussion/comment/3128249#Comment_3128249
I see your point but it can't be too low that the Killer would just leave for a sec and come back. My opinion is that once the Killer hooks someone he should start patroling if there's nothing attracting him to the hooked survivor. If there's any other survivor in that radius the timer resumes and if there's a chase nearby the timer is still going down. If a Survivor is nearby he has to be smart about how he plays it out. Also remember, Killers see timers! If it's going down while they are near the hook that means someone is in the area. Kind of like a mini Whispers if you will. Hope that shows a bit of my POV, do you still think 1m is enough?
Another question, how would it break the game?
You're right. It should linger a certain amount of time after the killer leaves.
As for breaking the game, trying to code multiple variables that happen at the same time and location can be wonky. I see it when I try to code an excel spreadsheet with 2 different parameters. Basically a nested variable is never easy to code and that's what this would boil down to.
A better way of explaining for me would be:
Formulas:
- If(variable, do this, otherwise do this)
- killer in(numeric value)
- survivor in (numeric value)
- do (variable)
- variable (can be anything limited in the system)
If (killer in(range), do(stop hook counter), if (survivor in(range), do(variable), do(variable), do(variable)))
I mean it could work but I don't know what variables are programmed into the game already and as I said, nested if statement codes are difficult and end up breaking things.
I hope that helped explain what I meant. It was honestly difficult trying to explain it.
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There is a such thing as a subtle cheater which is actually pretty common. It isn't until they start losing a match that they break out all the cheating tools to hold a game hostage. You will see this more often in higher MMR matches.
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@uniqid said:
Hmm makes sense I guess, what about if we add a rule to that @Mandy?
If it's only the killer in 10m radius the hook timer is paused but if there's any Survivor in that radius the hook timer resumes.
That way it's fair game for everyone and still makes sure a Killer is not rewarded for camping. It's up to the Survivors then to either let the Killer stay near a hook or take them away somehwere else. Or up to the Killer if he wants to sit at the hook for the rest of the game or actually play the game as it was meant to be.
The most important point for me with all this is that the player on the hook should not feel frustrated (and be forced out of the match) for things they cannot control.
I'd make it 1 meter. 10 is to big of a range. But I still don't know if that would even work. And I doubt adding code to do what you're suggesting would even work. In fact, it might break the game.
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It's a new type of salad dressing.
Honestly, it's aim assist and they either need to make it optional or just remove it completely.
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@Chilli_man2400 said:
This was my biggest fear with the new perk. Now kinship is completely worthless
Not really. It only works if the survivor that is hooked has it and is at stage 2 plus further range. I see a perk combo here. I hope someone tries it in the PTB.
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Xbox Series X. Seems all platforms are down.
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Turn down your brightness?