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Arkmenhah

Arkmenhah

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Arkmenhah
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  • Me too, I managed to acummulate a little over 3m Bloodpoints (How exactly I reached this number is beyond me), plus 3 dailies to redeem, and a few challenges to claim. Time to spend EVERYTHING on Dredge and get Adept asap :v


    @DrDeepwound Imagine going through the whole trouble of downloading, installing, setting up and queueing for PTB matches just to play it exactly like you play on live.

  • Your "friends" and family were the guys who said "Noooo society is retconning your story to make you gaaaaay". As you said, you always felt something was off with the way you were living. I also had a similar experience, at age 28, just a few days ago, when I realized that if I took every kind of person I'm attracted to, most definitedly Heterosexual doesn't fit me at all. It's good that David's story fits yours so well, we need more of that kind of stuff in our games, movies, books, and everything.

  • Hard to say when the map only releases in 2 days. A vast minority of players played PTB, and even less extensively, so there isn't enough feedback to jump into conclusions. BUT, looking at the map size and average amount of pallets per square meter is a way to get a quick first impression.

  • @Xernoton said:

    As I see it the only thing the devs can really get out of this is to understand when players feel motivated to play another round.

    Maybe not even that. What motivates me to play the game right now isn't the outcome of the matches, but the whole preparation for the new DLC, and the event. Basically I'm preparing to get the most out of Dredge as soon as it releases, and THEN match outcomes may start to reflect motivations to keep playing. And for some players, winning or losing has 0 effect on wheter they wanna keep playing or not, they literally just wanna play regardless of what happens. Seems like they're trying to determine if someone likes seafood solely based on whether they like sushi or not.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984392#Comment_2984392

    I agree solo queue is far from ideal. It works maybe 40% of the time in my experience.

    As for the killer side, it's generally better since the last changes. I still get very experienced teams (above 3k hours and up to the 5 digits range) but it's offset by way easier games so I can breathe a bit.

    Before the change it was way more intense. I ended-up making a pause.

    I returned recently after my elden ring vacation, what i feel from killer matches is that it seems to be even more wild randomly. In 2 matches I can get a 4man swf with coordinated perks, offerings and items, and then get genrushed on a match with 3-4 hooks, and the next one is an absolute massacre at 5 gens. it's too much an all or nothing scenario sometimes, and winning/tieing/losing those don't reflect my satisfaction levels on them, both getting stomped and stomping feel kinda sad. and then you can have perfect mmr match-ups with 2 deaths 8/10 hooks and still be frustrated because the survivors that died are the ones who didn't bring the s tier perks, which when observed consistently, brings an issue on game balance, and not mmr. The usage of the stronger killer/survivor loadouts is directly tied to higher mmr, to a level where not asking about game balance on a mmr survey seems to be a missed shot. Killers like Otzdarva and SpookyLoopz very rarely meet survivors without full loadouts with at least 2 "meta" perks on their builds. And Survivors on high mmr are completely tired of playing against Alchemy Ring Tinkerer Pop Blights abusing hug sliding techs.

  • The way Nurse is designed at it's root is reason enough to hinder the power of a lot of other killers. Every killer perk that comes out has to be balanced specifically around her. If it's not, it could end up as being a very solid killer perk that becomes completely game breaking on Nurse. Blink attacks not counting as basic attacks is a good solution, but it is only temporary, and as new perks release, she would be back to mark 0.

    Honestly, the only way I can see this problem going away is by deleting her whole coding and starting again from scratch, but everyone, myself including, would riot because she's also pretty unique to play. But at least she's "balanced" by the fact she has a VERY HIGH learning curve and an even higher skill ceilling.

  • Do you really fall for those, and see survivors frequently doing so?

  • @legacycolt said:

    It’s getting nerfed because many killers don’t know how to deal with dead hard. I wish more people would evaluate their own plays and realize it’s their own mistakes that lost them a match, not dead hard.

    Also dead hard is necessary because of many killers, killer add ons and flawed map design.

    Distance Dead Hards to reach previously unreachable tiles is what makes it really busted, and leaves most killers completely powerless against. Nurse is the only melee killer that doesn't care, and is locked behind an absurdly high skill req to play effectively. If you think it is NECESSARY because of the factors you cited, then it means you are leaning on it too much.


    Every other exhaustion perk in the game gives only distance, and have their own limitations. Balanced Landing requires falling, and automatically triggers it, so if you need to fall, it will trigger regardless of you needing it or not. Head On requires 3 seconds inside a locker to work. Lithe triggers on ANY fast vault, regardless of needing it or not. Overcome triggers upon getting hit while healthy. Smash Hit requires a pallet stun. Sprint Burst limits you to walking unless you want to trigger it. But Dead Hard has none of these limitations, it requires you to be injured, which would be an unsafe state, if Dead Hard didn't make it safe. It can be triggered 100% based on demand without any other requisite, and not only it gives distance power like all other exhaustion perks, but it also gives i-frames to cause a potential miss. The other exhaustion perk that both distance and a secondary effect is Adrenaline, and it's a one-time use per trial, and it's not guaranteed you'll get value from it, or even activate it at all.


    With that said, I do agree players need to reevaluate their gameplay and what makes them win and lose matches. High MMR survivor players all agree that Dead Hard is the default choice because it gives so many advantages that the other perks don't. High MMR killer players all agree that Dead Hard is problematic the way it is. Check the opinions of most high MMR Fog Whisperers and DbD streamers if you need confirmation.

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