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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883333#Comment_2883333

    You are totally right. If they disable DH for a week and see that it is to strong and it gets an appropriate balancing and the chases turn out to be much faster then the slowdown perks need to be balanced as well.

    Good point but next time tune down the passiv aggressive tone then it's much more likely people think you have valid points and it looks less like you want to defend your Favorit toy with teeth and claws

    I mean, it is not that disabling DH for a week is in any way valid. And nope, I dont use DH, but nice try.

  • According to the Killer Mains in this Forum Survivors would die like flies when DH would be disabled/nerfed. Because as we know, every Survivor relies on Dead Hard and they will all die way faster when it is nerfed or disabled.

    So please disable all Slowdown-Perks as well to compensate for it. Killers should be fine because they would have much faster chases (according to the Killers on this Forum, who are all godlike (at least they act like that)).

  • Artist is really boring to play IMO.

    Whenever I play Artist, the Survivors just resort to holding W to get away whenever I place a crow at a Loop. And completely understandable, there is 0 reason to stay there, you can only do Shift+W against her. So eventually I catch them, just because I move faster than them. Yay.

    Shows that making a Killer really strong does not really make them popular. Sadako on the other hand is weaker than Artist, but more fun to play.

  • @Heartbound said:

    This is why people run Corrupt/Ruin/x Gen defense perk. Unless they changed it you get points for how many generators stay up for x amount of time which means if you had a rough early game the generator emblem is always going to be low even if you shred the survivors.

    They changed this with the Ruin-Rework. You will not lose many points anymore when Gens get done early, but you will lose a big chunk if the Gates are open.

    But the early game is not as important anymore for the Emblem System.

  • @mynameisBlade said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882587#Comment_2882587

    Haha so true. The cockroaches that are SWF will find a way no matter what. Now we have to take these matters to the masterminds at AREA 51!

    Shows what kind of person you are if you call other people (=actual human beings) "cockroaches".

    What would be your excuse for losing if SWF would not be a thing? Because usually Killers bring up SWF when they lose. But this is no surprise, since they learn that from some content creators who also only lose because of SWF (at least they think that...).

    But, even IF BHVR would install something that blocks off all Comms... First of all, this would not be possible since Consoles have a built-in system to jump on Comms. Microsoft and Sony (I dont know if the Switch has it as well) will not allow that one of their features will be blocked by a game. So any thought about such a program can be dismissed immediatly.

    But, even IF it would be possible, as already said, players would just use their phone to connect with each other. The thing is, it has to be easy with friends to play together, because then you can reach every sort of player. If you make it harder, you will lose the more casual players. And those are the vast majority of SWFs, they just want to play with friends and dont use Comms to increase their win ratio, the main reason for using Comms is to talk to other people while playing.

    So in the end, you will probably lose a lot of casual SWFs, because they dont bother with using their phones to communicate and jump to other games, which leaves only the more sweaty players.

    Sounds great, eh?


    Yeah, at least BHVR is way smarter than the average Forum Killer-Main when it comes to gamedesign... It should be clear that a multiplayer game where one side can play as a team can be on Comms. Nobody would design a game without communication nowadays and nobody did it when DBD was launched in 2016.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882762#Comment_2882762

    So right now doesnt right ? Becuz its a crap of MMR right now.Huntress killing by m1 i will just sau that

    I mean, MMR is not working in the first place anyway. But today is no test.

  • There will be two more Tests on the 4th and 7th.

  • Still thinking about something non-humanoid like a Spider. This would be worthy of an Anniversary Chapter, since they need to create a new model and animations. And being the first non-humanoid Killer would also make the Chapter special.

    I really hope for an original Chapter, simply because 3 licensed Chapters this year was at least one too much.

    But overall, I care more for the event than the Chapter. Because the Event is actually what they do for an Anniversary, the chapter is just the release during the regular timeframe of around 3 months.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881972#Comment_2881972

    So I could hop on Sunday and itd be back to normal?

    And I already left feedback, I just meant if anyone one the forums was interested they could check it out.

    Thanks for the reply as always!

    Yes, exactly, Sunday is no MMR-Test:

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/NQPZA4M8EFZF/sbmm-tests.png

    Since we launched our new matchmaking system last year, we’ve received a wide variety of feedback and suggestions for improvements. Some of you have asked for fairer matches, even if it means waiting longer, while others have asked for faster queue times above all else. This makes sense since region, time, role and ratings can all affect matchmaking, and some folks are looking for a casual experience while others are more competitive.

    With that in mind, we’re asking for your help to put these suggestions to the test. Over the coming weeks, we’ll be running a series of matchmaking experiments, with each experiment lasting one day. Our goal is to find a nice balance between queue times and fairness that everyone can be happy with.

    If you’re curious, here’s a brief explanation of how the matchmaking system works: When you queue up for a match, the game will look for players with a similar matchmaking rating to make the match as fair as possible. If it’s unable to find even opponent(s), it’ll gradually expand the range over a few minutes until you get a match. This way, we try to give you a good match if possible, but you’re guaranteed to get a match if you’ve been waiting a while.

     

    When is it?

    The matchmaking experiments will take place on the following dates:

    • March 28th
    • March 29th
    • March 30th
    • March 31st
    • April 4th
    • April 7th

    Each of the experiments will last 24 hours and feature one or more tweaks. The tests will begin at 11AM EDT.

     

    What’s changing each day?

    It’s a mystery! We don’t want to influence your opinion by spoiling what’s different, so we won’t be revealing what we changed ahead of time. One day may favour faster queues over match quality, while another may prioritize finding the most even opponent(s) possible.

     

    How can I help?

    Let us know how each day feels! Were you getting matches quick enough, or did it feel like you were waiting too long? Were you getting close matches, or were your opponent(s) all over the place? Each day, we’ll create a new forum section and ask for your thoughts. You can find the sections here: https://forum.deadbydaylight.com/en/categories/matchmaking-tests

    It would also be helpful to know what your matchmaking experience is usually like around the time you play so we can compare the effects of the experiments.

    Beyond that, just do what you normally do. We’ll be watching queue times and match results behind the scenes to cross reference with your feedback.

     

    That’s it! With your help, we look forward to improving the matchmaking system. In case you missed it, we are also working on other improvements to the matchmaker. You can find a list of edge cases we’re looking into in our January Developer Update: https://forum.deadbydaylight.com/en/discussion/302821

    "WHEN IS IT?

    The matchmaking experiments will take place on the following dates:

    • March 28th
    • March 29th
    • March 30th
    • March 31st
    • April 4th
    • April 7th

    Each of the experiments will last 24 hours and feature one or more tweaks. The tests will begin at 11AM EDT."

  • There will be another test on the 4th and on the 7th. They probably did not want to include weekends into the testing phase. (Weekends can change the data)

    There is a Feedback-Category for the Matchmaking-Tests, so you might want to head to those for Feedback.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880739#Comment_2880739

    This thinking is so flawed. So either give them the satisfaction of making you see them teabag, click and leave or give them the satisfaction of making you wait for no reason. How about survivors just you know.... leave? Crazy thought right? There's nothing strategic or sportsmen like about forcing your opponent to watch you gloat. But then again we live in the world where survivors pretend they aren't doing this to be toxic (but would complain if their ability to do this is taken away).

    The thing is, you can only influence your own actions, not the actions of the other side. They wont stop teabagging (or waiting at the Exit Gate), so it boils down to the two options I mentioned.

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881248#Comment_2881248

    I don't know either way but you can't assume everyone owns the DLC

    Sure, but I would guess that a lot of people have it. And even Sadakos I go against, as long as they are not trying the Adept, they dont run Call of Brine.

    Merciless Storm on the other hand is seen quite often, but mainly from Sadako-players.

  • I have never seen Call of Brine outside of Adept-Sadakos. But I still see Ruin frequently.

    So from my perspective, it is still not as good as Ruin, at least when I look at the pickrates.

  • I dont know, Day 1 felt like no MMR active at all. Was surely quite relaxing, but I dont really want to dump Survivor Teams the whole day because I get matched with players who barely have two digit-hours.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880728#Comment_2880728

    It’s not about being “butthurt” they just don’t need me to see them leave and I don’t need to see it.

    I mean, you have two options:

    1. Force them out. Then you dont need to complain about time being wasted.
    2. Dont force them out. But then at least dont complain that they waste your time if you have the ability to stop that.
  • @Mooks said:

    Zombies are not meant to get hits often I think but act as a way to prolong the game by occupying survs on gens/healing etc or in some cases you can try to steer chases towards zombies where they can help you with loops. Though their AI definitely needs improvements.

    As to the power, I think it’s interesting. I don’t get the whole ‚third health state‘ - like yeah. If you ignore everything else about it then this may be true. But then you have plenty of other benefits: you can hit over many obstacles, it’s kinda a counter to IW and if survs use vaccines they are wasting time and in some cases/with the right addons (which also could use some buffs) can benefit you as well.

    The only purpose of Zombies is to make it a Resident Evil-Chapter. Because Resident Evil has Zombies.

    And personally, I see Zombies as a way to tier up my Power when playing Nemesis. Afterwards, I dont really care what is happening to them.

    But the rest is 100% true - people complaining only focus on the "third health state" or the Speed Boost given, but ignore that the Nemesis tentacle is a great Anti-Loop Tool.

  • @Starrseed said:

    I said it once and I say it again. If all survivor are inside the gate area let the entity pull them out. If every one is safe and sound inside the gate and no one is on hook or slugged they just waste time. And no I don't push them out that's what they want. They want you to look at there little dance and I won't give them that satisfaction

    Alternative solution: Stop being butthurt by other players spamming a button.

  • @mynameisBlade said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880708#Comment_2880708

    You guys are idiots. They could use the kill switch JUST BECAUSE IT EXISTS...to simply do a "disable DH test". I know it works.... This is all hypothetical. Everyone in here gets it. This is a so called "RULE" that the devs can easily break if they want to test it bad enough, which I doubt they will. In before 12 more people explain the same exact thing. It isn't going to make me want it any less... xD

    Oh, I am actually quite intelligent. But thanks I guess.

    And nah, they would not call it killswitch. Because then we are at the point where they would killswitch stuff which works as intended. This would open the gates for players to ask for other things to be killswitched for whatever reason.

  • Giving it a second effect would be a way to buff it. Because you cannot buff the initial effect (the Movement Speed-Increase).

    However, I dont think that 2% extra vault speed would make the Perk better. If you want Vault Speed, you have Resilience and Spine Chill, both dont require Setup Time (even tho, Resilience needs a Setup aka you being injured), both work map-wide and both grant more Vault Speed.

    Then it is questionable if you want to run Resilience OR Spine Chill with Dark Theory. Because you would only gain an additional 2% Vault Speed. And if you want to dedicate two Perk Slots to get more Vault Speed, you can run Spine Chill AND Resilience to gain way more than Dark Theory with either of them.

    And you will most likely not dedicate 3 Perk Slots to Vault Speed...


    So, yeah. Adding another effect which does not make the Movement Speed-Increase broken would be an option, but giving it another weak effect which is outclassed by other Perks is not helpful I guess.

  • Once again someone does not understand the Killswitch. The Killswitch is used when things are broken and not functioning as they should. DH works as it should.

    Furthermore, they dont need to disable a Perk to see results, they get plenty of information from Survivors who dont run Dead Hard. Bloodlust is a game mechanic, every trial has Bloodlust, so they had to disable it in order to gain Data.

  • If you play 2 Hours and cannot get more than a 1K in any game you play during those 2 hours (how many games? 10? 12?) and you are playing Killers who are not bad at all (Pyramid Head or Nemesis), then you might be the problem.

    Do you have some gameplay?

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879305#Comment_2879305

    They also said that they don't like the use for gaining distance and considering how problematic the perk is it will be a nerf, maybe a rework, but after the possible rework it would become the perk less powerful for sure.

    Yeah, but "looking into it" does not mean that anything will actually be changed. It might mean that they just want to get Data. Or that they think about changes, but ultimately decide that they dont like any of the changes they thought about.

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879059#Comment_2879059

    This is no problem since the hit validation implementation. Also the Devs confirmed that they will nerf Dead Hard.

    They said they are looking at it. They did not confirm that they will be nerfing it. While "looking at it" hints that it will be nerfed (because, at the end, Killers complained enough I guess), there was no official confirmation of a Nerf.

    Phrasing is important, otherwise we will be stuck with Threads a la "The Devs said they will nerf DH this Midchapter, where is the Nerf?!" because information have been passed on incorrectly.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879267#Comment_2879267

    That is a concern, but there's only so much you can expect game balance to fix for bad play.

    Better to just give the players the tools and then balance around the assumption they'll be using those tools. If they aren't, then it's on them.

    Of course.

    I just dont think it would help. Just yesterday I got blocked by a Tapp. Killer behind me, two ways out of the situation. Either I run backwards (aka into the Killer) or forwards (if Tapp moves his big butt).

    The only thing comms would have changed would be that he would have heard me swearing at him. In fact, even the tools already available (because I pointed) were not enough.

    So yeah, you can give Solos all tools of information, but I doubt it would fix that much.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879267#Comment_2879267

    Then they would have to balance in that direction and shackle down swf and killer.

    But that's also not an option because "playing with friends shouldn't be punished".

    So people have to accept that it will always remain a problem in any Team based pvp online games when some eggheads prefer to play uncooperative, be it lol, r6s, rocket league, overwatch or any other. You don't win a team game alone.

    You can't balance for idiots. Especially when everyone has the option and the majority even uses it to play better.

    "Especially when everyone has the option and the majority even uses it to play better."

    I guess the majority uses it to play with friends... But yeah, every SWF is some tournament squad, we already know.

  • @jesterkind said:

    Some semblance of a ping system isn't a bad idea, but comms haven't been added because it'd be a lot of work, it'd demolish the tone of the game, and it wouldn't even fix the problem being discussed.

    They did propose an "action portrait" type deal where your portrait would have a little symbol next to it showing what you're doing, and I think that's a great idea. It'd help bridge the gap and give solo players the info they'd need to make smart decisions, without requiring active communication from potentially surly teammates.

    As you said, Comms would be a bad idea.

    But, whatever they add, if it is Comms, a Ping-System or the Pictures in the UI - it will not solve the problem of Solo-Queue. Because all of this only works if the other party actually wants to do something according to the information they get.

    The biggest advantage of SWF is to filter out Potatoes. You know when you are being chased that others are doing Gens. When you get unhooked, you know if they have BT or not. This is all not present in Solo-Queue.

    If I am being chased, I might have a Ping-System to tell my team to do Gens or the UI shows that I am being chased, I can even say on Comms that I am being chased - this does nothing if Meg wants to get her "Loot 20 Chests"-Challenge done, Claudette wants to heal in the Corner against Sloppy Butcher and Dwight is hiding in a Locker because he heard Terror Radius for 0,5 seconds.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876624#Comment_2876624

    Not disagreeing, genuinely curious:

    Who would you say is the weakest killer?

    Probably Trapper. I mean, he got some Buffs and they helped him out. And in general, I think that every Killer can win against the majority of teams they encounter, but in the end, he is a Killer who needs to pick up his power from the ground.

  • Quite often, most of the time at least once per day.

    She is far more common than other Killers were shortly after their release (e.g. I have seen way less Artist-players two weeks after the release, and Artist is without a doubt stronger than Sadako).

  • NOED is the holy cow of bad Killers.

    "Just do bones" (even if it is a really, really terrible counter) spamming intensifies.

  • We will know it shortly - if the Mods delete this Thread, it was a Leak and Leaks are not allowed.

    If they dont delete it... It is FNAF, because it was not a leak.

    Jokes aside, note sure if this stays. But I would be happy and unhappy if it is not FNAF. Happy because maybe this fanbase will now stop blabbering about FNAF all the time. But unhappy, because they will see FNAF-Hints in everything once again.

    "The new Killer has a weapon - must be Springtrap!!11"

  • Are we again at this point where we pretend that Built To Last is a good Perk? The forum went this circle at least twice now...

  • @Zozzy said:

    See how it goes... It's still unlimited healing that sits in the corner of the map that no killer has any business being in.

    I am fine with Survivors running into the corner of the Map to heal for 32 seconds.

  • This time the Devs bring a Survivor-Perk which was released too strong into the Useless Area (where basically all new Survivor-Perks end up) in a much slower Pace than last time. MoM was nuked, CoH is slowly being brought down to "not worth to pick".

    I mean, I agree that it should be nerfed. But can we stop bringing Survivor Only-Chapters in the first place to avoid adding a Perk which is too strong as a selling point for those Chapters?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876729#Comment_2876729

    I defended it while it was still with us, I'm consistent.

    People were too mean to that map, it was a lot more fun than people gave it credit for.

    Yeah, but I have not seen positive comments about Hawkins in this intensity while it was still in the game. Sure, people who are happy with something dont raise their voice, but also when someone was complaining about Hawkins, there were very rarely voices who defended the Map.

  • Funny how many people claim to like this map. Starting when it got removed.

    I am glad that it is gone and I hope it will never return.

  • Myers, clearly.

    The latest Buffs did not do much to him and he still has outdated Add Ons like Tombstone Piece and Fragrant Tuft of Hair which both need to be nerfed. And his Basekit and other Add Ons seriously need to be buffed.

    Myers is basically the prime example of a powercreeped Killer, when I started playing, he was considered a solid A-Tier Killer, now some people call him the weakest Killer (I would disagree on that, but he is not far away from being the weakest Killer).

  • @Mazoobi said:

    Blight games are just dull now. Nurse games too.

    At least you can expect the builds right once the match starts.

    Blight Games can basically be the most fun and the most miserable experience. Like, two days ago I played against a Blight who was basically using my Build (Corrupt, BBQ, Shadowborn, Lethal Pursuer), with the difference that they used Speed Add Ons. This guy went for different people all the time, they got a 4K with 12 Hooks. Was a very fun game to play and this Blight player also had A LOT of Rushes on the DBD-Leaderboard.

    Probably not really winnable for us Survivors, since they were so experienced, but still, lots of fun.

    And yesterday, there were the blights who run 4 Slowdown-Perks and Alchemist Ring. Like...Yikes. MMR for the 29th was better than MMR for the 30th, in general, yesterday the Killers I went against were pretty sweaty.

    (In general, it looks like the 28th was very loose when it comes to MMR and it was tigther with each day afterwards....)

  • This is a pretty bad idea.

    Why should someone be punished when working with another Survivor? I get that it would bring SWF and Solo a bit closer together, but Solos would be equally punished. And regardless if a Team is full of 4 Solos or a 4 man SWF, in the end, they are a team.

    And you should not be hindered by working together as a team due to something like that. Especially because 2/3 of the remaining Survivors are bad for you to work together and onyl 1/3 is good.

  • Completed it months ago shortly after Mikaela was released.

    Very boring Achievement...

  • During the latest Q&A they said that they are thinking about changing it. Because as you said, you get 2 Million BPs for Grade Reset and every BP-Reward they have given out (Login, Codes...) ignores the Cap anyway, which makes it questionable if it still makes sense to have it.

  • @Lx_malice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2874724#Comment_2874724

    It was the fault of bad map design rather than the perk itself. Mostly Haddonfield ofc, but with it and other maps being updated I don't see why it shouldn't be able to make a comeback in the future.

    Exactly. And if you think about it, they changed BL, but Haddonfield was still a Nightmare to play on as Killer.

    And IMO the newer Maps do it better - because you have Drops next to most vaults. E.g. on Midwich Balanced Landing would not be a problem, because the Killer can just use the doorway next to the Window and this makes it impossible to loop the window multiple times as Survivor. (Obviously, some Spots would still be problematic, balconies on Dead Dawg Saloon with only Windows and no Drop)

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2874703#Comment_2874703

    I never said they should but evidently many extreme biased forum members got banned in the last 6 months because most of their posts created a too heated atmosphere on the forums.

    I can remember the name of the small scale survivor biased ones (they got banned with less than 500 posts) but for example the counterpart to sluzzy, lord Toni.

    And my point is just like many people here post pro killer stuff for ages now, so i see you, Jonny and others more often than not shoot against those posts instead of ignoring them straight up.

    That was my original response to johnny when he said killer mains never stop, so don't you.

    "That was my original response to johnny when he said killer mains never stop, so don't you."

    I mean, at least some people should have a different opinion here. Otherwise it would be pretty boring, eh?

    But nope, as long as someone is respectful, they dont get banned.

  • Old Balanced Landing. Because it just felt better to not stagger when falling down from any height, regardless if during Looping or not.

    Sadly it got neutered into basically useless instead of fixing the core problem.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872101#Comment_2872101

    As I've told you multiple times! Stop looking at the small picture and look at the big picture!

    Hemorrhage update, is pretty much BHVR ignoring the fact CoH exist

    Legion update: As a gold rank survivor player, I haven't seen Legion since the dinosaurs. But they're updating a D-Tier killer to keep them at D-Tier

    James update: It's good they're updating him, but they still completely ignored the issue with him. It takes too long for him to get Night Shroud back

    The big picture is that playing Killer is not as bad as people claim it is. In fact, it was the easiest it has ever been before CoH was released. Obviously it got harder with the release of CoH (which is expected, a new S-Tier Perk for Survivors will make Killer more difficult).

    But it is in no way miserable at all. And IMO, most players who complain about Killer being hard are those who are just not good at the game.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2874625#Comment_2874625

    Well i see you lot still giving contra on most of those threads from the "cesspool of crying killer mains" instead of simply not commenting or just straight up ignoring /skipping them.

    So just like them i don't see you ever stop with this.

    But why should anyone get banned for having a different opinion than the majority on these Forums?

  • @FearlessHunter said:

    I too feel like these clues are obviously pointing towards fnaf which is unlike BHVR at all as they normally keep things like this tightly under wraps so I'm not sure what to think.

    Though I will admit it would be kind of a dick move to springtrap lovers if they made teasers hinting heavily towards fnaf only to then have it be something else like Alien or something like that so I'm not sure.

    To be fair, for those fanatic FNAF-Fans, everything hints towards Springtrap.

  • So instead of showing a Dull Totem, you get shown the Aura of a Boon, which you can see anyway?

    Yay, thank you Counterforce!

  • A Leak is not an official announcement. And Leaks dont have to be true in the first place.

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