Aven_Fallen
Aven_Fallen
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1878596#Comment_1878596
I "main" Trapper, meaning he´s propably my most played Killer, and matches against Object teams are the most miserable. These are the only matches I resort to "scummy" play. They have it coming and deserve nothing but the worst treatment.
Btw, mind if I ask which region you´re playing? I´m on EU, and I get an Object game at least once per day (I play a lot though, especially the last few weeks).
Again, I really, really hope you´re right. Their (in)action tells me otherwise though, I´m afraid.
EU as well, late Afternoon and Evening I dont get many Objects. And I play SWF with a friend late Evening/Night, so this means there can only be two other Survivors who can have Object on the team instead of 4.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1878578#Comment_1878578
I guess this would be better than nothing. It´s still sad that it would have taken years of complaints for them to realise there´s a problem.
I really hope you´re right, but even if you are, the sheer length of hesitation/indifference on their side leaves a bitter taste.
I mean, I agree that Object is a highly problematic Perk. IMO the only Survivor-Perk which really needs changing and "Ignore the Object-User" is not really an option.
Like, I had a game as Hag a few months ago against a Console-SWF (They all had similar names and they all had DBD-Names, which means they are quite dedicated to the game because it seems to cost money to change your Username on Console), so I was already prepared for a hard game. I run M&A on my Hag, so 16m Terror Radius and a guy with Object was disabling my Traps by running through them.
So "Ignore the Object-guy" is not an option here at all. I either have to deal with him running after me, destroying my Setup all the time or go for him aka the person who wants to get chased. Lose/Lose-Situation on my part.
But, what also might be a reason why it takes them so long - Object is not a commonly used Perk. I see Object rarely in my game, maybe like 2 or 3 times a week (including Survivor-games). So it is probably quite low on their list.
But I also think that the backlash they received regarding the Statement about OoO will probably moved this Perk higher up the list. (And in fact, nobody should be upset if Object gets destroyed - there are either people who are not running it (the majority) and the small amount of people who run this Perk know exactly how busted it is)
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While this is true, it is more likely that people have DS instead of Unbreakable. At least when I look at my games, I see more DS than Unbreakables. Sure, some have DS AND Unbreakable, but I rarely see someone just having Unbreakable.
(Also, she would have been up around at the time you decided to turn back, but thats easy to say on my part, because I had the timer of your video)
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1878549#Comment_1878549
I agree with you except your stance on Trapper. His skill celing is among the highest, especially when versing top Survivors. (I admit though that his skill ceiling is on the decline due to ever shrinking number of possible trapping spots and power creep).
Skill Ceiling, yes. But his Skill Cap is pretty low. You dont need to know much to play him, thats what I mean. You run around and set Traps, hit Survivors with your M1. Thats about it. This does not mean that the Traps are effective, for that, you indeed have to play quite a lot of games as Trapper to be good with him.
But the base is simple.
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@The_Krapper said:
What's funny is in the PTB spine chill has been nerfed with it always staying lit up and only knowing about the effect while on an objective, so they nerfed the Dollar General version of Object and ignored the elephant in the room, Classic BHVR right there folks.
Considering that every Perk is lit up, I would call that a Bug and not a Nerf. Like, Iron Will and Dead Hard are lit up while being healthy, DS is lit up while not being unhooked, PGTW is lit up without hooking someone...
@Slashstreetboy said:
I´m convinced they leave Object to spite the community as some form of "payback" for all the backlash Ethan recieved for his statements regarding the perk. The only other reason I could think of would be just lazyness/indifference towards the player satisfaction.
I guess Object will be nerfed before the end of the year. The Devs dont really stick to their answers that much, which is fine, since new additions or data always can and should help to reconsider things.
e.g. they talked about not implementing anything for the Killer at the start of the game, then they came up with something, then you did not hear anything about that anymore. Their opinions change.
And I am quite sure that they will change Object before the end of the year.
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Well, for the second Clip, you even tunneled the Laurie. That you did not pick her up immediatly does not mean that you did not tunnel. So...
Regarding the first Clip, why exactly did you turn around? I dont see any reason to do so, you gave the Claudette free distance by doing that, even if you would have been able to hook the Nea, the Claudette would have probably opened an Exit at this point and would have been able to escape.
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You know that you will have longer queue times with Crossplay turned off. So, either turn it on or dont complain about the long waiting times, when you know the solution how to avoid those.
Its not like PC-Survivors have such an disadvantage, Survivor gameplay is basically the same on Console and PC. The only difference is for Console Survivors, since they are more likely to face Killers who they dont see often on Console (Huntress, Deathslinger, Nurse, Blight).
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His Killrate is high because he is way too easy to play for the power level he has. The more simple Killers (like Wraith or Trapper) are usually those who are not the strongest. The more complex Killers (Blight, Nurse for example) are stronger.
But Freddy is up there with the strongest Killers and probably the easiest Killer to play. Sure, a bunch of Survivors give up immediatly (I also lose my will to live if I see Swing Chains and Paint Brush once loading in, I know that this will be a waste of time, but whatever) but this is not the sole reason why his Killrate is so high.
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New Archives and Rifts are released with Midchapter-Patches. If I have to guess, I would say that the reason to not release them once another Rift is done is to avoid having more Patches than currently. A Patch always has the risk to break something which needs fixing, it also gets more complicated if you roll out Patches on multiple platforms.
(The only other game I play with a Battlepass also has a break between those)
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There is no way to drop it via anything the Survivor can do, since Mending does not have any Skillchecks.
Since you are new, you are probably playing at a low rank. Chances are high that the Survivors dont know what to do at this point and go down (this can also be seen at higher Ranks that people simply dont mend for whatever reason).
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"Now the glowing red makes it infinitely harder to get used to, cuz when I see the ui I don't pay attention to the colors, so it's something that I found unnecessary."
Exactly! When using the UI I NEVER saw when somebody is injured. At one point, I randomly noticed that all of my teammates were injured.
"I just wish the new ui is a choice, not a necessity."
Yes, I also wish that there would at least be an option to use the old UI. I dont have any issue with not having any of the new Features, I dont need them, its not that hard to remember which Survivor has which name or Character and I also dont need to have any Hook Counter.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1876639#Comment_1876639
Idk, I play DBD since Clown's chapter and my killer queues were always less than 1 minute.
There was some time where Killer Queues really took forever. My Survivor-Queues are a maximum of 3 minutes, at some point, I had Killer Queues of like 15 minutes. I played more Killer during that time, when I had an interesting book to read, lol.
(Also, there was some Bug a few months ago, where you had super-long queues as Killer while being at Rank 1, but if you are Rank 2, they were completely fine. Might not have been around for long, but I remember this, because it was so strange)
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/1876409#Comment_1876409
Red rank survivors have a 80% escape rate, that easily beats the 60% killrate for killers.
Please tell me you are not referring to the first set of data where Rank 1 Survivors where shown with 80% escape rate. This was poor data collection since the Rank was measured AFTER the game, meaning an escaping Survivor most likely kept their Rank while a sacrificed Survivor deranked and will not appear in that statistic.
(And people seriously want more data *sigh*)
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1876328#Comment_1876328
Throw in BNP with Toolboxes and all 4 on a gen? I've seen a gen go as fast as 25 seconds after a match starts. It can be pretty crazy when it works well
What does this have to do with Prove Thyself?
@Topic:
Not a fan of this Perk, IMO overrated. And I always get the feeling that people who seriously complain about it, dont understand what it actually does.
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@GoodBoyKaru said:
It's like- I don't want to do that, but every single time I bring up an opinion that's survivor sided, or not completely killer biased, I get accused of never having played killer at a high level and being an entitled survivor main.
It's funny bevause I play more killer than survivor.
So apparently, for my arguments to have any sort of merit whatsoever, I have to prove that I play killer. This was originally through ranks but that wasn't enough anymore so I got told to stream it, and apparently that wasn't enough because the survivors I faced weren't good enough for my arguments to have merit (at rank ######### 1 mind you) so I have up with that dude but, usually, it's because if you don't somehow prove that you play killer to a "high standard" your opinion is invalid.
Even though ranks mean nothing and matchmaking is scuffed and you can very easily hit rank 1 with a stridor spirit.
It makes no sense to me either.
^ this.
I remember a Thread where someone said that people who would disagree with him are Rank 10-Killers at best. So I wrote that I am Rank 1 as well, he did not believe me. I posted a Screenshot, he still said there is no guarantee that this is me (my ingame-Name is the same as here).
Reaching Rank 1 on either side is indeed not hard, but whenever you disagree with someone, it is suddenly important that you are Rank 1.
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I mean, Killer Main-Streamers also complain A LOT. Usually, people who complain are those who play only one side (or the majority of the time playing one side) and are not good at the game, despite thinking they are.
E.g. I watched the VOD of a Spirit-player I went against, and they were complaining about how fast the Gens were going. It took 9:30 minutes to do 5 Gens, this is not fast. Another player complained a lot in his Stream that he had to go against 2 Rank 1s (my friend and myself) as a Rank 5-Killer, but did not lose any word that the other Survivors were Rank 15...
Thats why I mostly watch Umbra and OhTofu, both are good at the game and both dont really complain and are chill while playing. I would not be able to watch someone constantly bitching about the game, I would rather not watch them instead of torturing myself.
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Did you try to verify your files?
DBD in Steam-->Properties-->Local Data-->Verify
(I dont know what exactly is written in English)
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@Zeus said:
I don't think the devs will remove the cap but increasing the limit would be a good idea. Maybe 100k cap increase per devotion?
Thats what they should do. Nice little Reward for Devotion.
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15-22, both days included. If I would have to guess, 11 AM EST both times. But yeah, 7 full days, if we count start and end date as half a day.
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1,5x for 8 days is more than 2x for 4 days.
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You really should grow a thicker skin. Using a macro on a Flashlight has 0 impact on the game and you should not take it personal (same with comments in this Thread btw., because you are reacting quite sensitive).
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Tombstone Piece is too strong, should be nerfed. It does not require that much Evil to get to Tier 3 with that Add-On, so it is not really hard to get.
Judiths Tombstone on the other hand is better, since it also adds some negative aspects by lowering the Movement Speed.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1873976#Comment_1873976
The only cosmetics available for only shards are the two community designed ones in the store. The rest are either auric cell only, or available for shards and auric cells.
The purples are available for 10 dollars, which anyone with a job can make within an hour or two. Or there are some also available for 21,000 shards. Which as I said, will take roughly 80 hours of playtime.
The community outfits are worth roughly 7000 shards, which is one third of the time for BHVR designed outfits. It's odd how the ones BHVR can't make money from are much more reasonably priced in regards to the shard grind.
Yeah, but you did not answer my question. You are not "farming" aka only playing to get Shards, you are playing the game. Shards are something coming by while playing. You are not farming like in a game where you want to farm some items by killing some NPCs all the time.
And yes, personally I would rather spend 10 Euros for Cosmetics than saving Shards, but if I have the Shards, I can simply spend them. But I wont wait for a few weeks, just to not have to pay anything.
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@chieften333 said:
Not to mention how you would have to farm about 80 hours worth of matches to get a purple outfit with shards.
The cosmetic grind is absolutely ridiculous.
Why do you call it "farming"? It is just playing the game. Sure, it takes a while, but this is expected, considering that the Cosmetics you buy via Shards are Cosmetics where BHVR does not get any money from.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1873772#Comment_1873772
https://forum.deadbydaylight.com/en/discussion/comment/1873774#Comment_1873774
I reckon it'll be a licensed one. We've had 2 out of 8 (since the start of 2019) being licensed. I hope the next one is too
If I would have to guess, the next one will be an original Chapter and the licensed Chapter will come for the Anniversary. You would certainly get more attention with some Horror Icon compared to one of the original Killers when it comes to the Anniversary.
(IMO the original Killers are usually better, but you get more attention and Marketing when combining Anniversary and a licensed Chapter)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1873669#Comment_1873669
you can still make it around. its still a very strong window especially when combined with other windows in there.
Now these maps are just no skill structures that survivors run to every chase, and as an m1 killer you have no counterplay other than to follow them around. I guess that's the point though, that's how the players want it, extremely safe and no skill required.
The Structures are weak when the Wall is broken. If you think a Window right next to a doorway is strong, then you are simply wrong.
And if you dont break the Wall, then yes, the Window is super-strong, but it should be quite clear what to do in this case.
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I dont think so. 2019 the Oni-Chapter was a problem, 2020 it was the Twins-Chapter. But Plague in 2019 and Deathslinger in 2020 were fine.
They have more time between the last Chapter of the year and the first Chapter of the new year, this helps. Overall, I think the next Chapter will more likely be a decent one (when it comes to Bugs and the Chapter itself, no idea about the content itself) than a bad one.
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The most important Perk on Trapper is Corrupt Intervention. If you dont have it, you should try to get it as soon as possible, either by leveling Plague or by getting it from the Shrine, when it is in it. Corrupt Intervention is a great Slowdown Perk and allows you to do your Setup as Trapper.
In general, when I play Trapper, I usually prefer to do the Setup before doing Chases. If some Survivor is nearby, I might smack them, but it does not really help if you go for your first Chase without setting up any Traps at the start. So for me, usually the 2 minutes of Corrupt Intervention are Setup and I rarely get a Hook during that time.
Also, and this is some form of mindset you need to have when playing Trapper - dont be upset when Gens get done. You are busy doing Setup, meaning you are not directly pressuring the Survivors at this point, so they will do Gens. But even if 2 or even 3 Gens are completed early, you can still win this game, because now you have your Setup (in general, you can win at this point with any Killer, but it can happen with Trapper that you did nothing but setting up Traps until this point).
When it comes to Trap Placements, you should really watch some Youtube-Videos. Like at Shack it is better to set the Trap in the general Looping area and not at the Window instead, because this is just a Spot where every Survivor looks for a Trap once they know the Killer is Trapper.
Regarding Add Ons-->You ALWAYS want to have a Bag at all Time. Trapper only has one Trap by default, so increasing this number is important. Regarding other Add Ons, Tar Bottles are great, they make your Traps darker. Also Setting Speed is kinda neat.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1872268#Comment_1872268
Imagine if they removed teabagging in Halo 3 or taunts in TF2 cause peoples fee fees got hurt
I mean, Killer mains are often saying "I play Killer, Survivors should be scared."... But then they are like "Mooooom, they are teabagging in a videogame! :("
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To be fair, the Main Buildings on MacMillan did not really have anything going for them after the Rework.
Ironworks had a weak window.
Storehouse had two unsafe Pallets.
Coal Tower was made a Joke and did never need any changes to begin with, since it was considered the most balanced Map by many people, even before the Rework.
Suffocation Pit only had one weak window.
They added those Walls to make the structures stronger, while not making them unplayable. A breakable Wall in Coal Tower is still better than the previous versions (even tho, they did not need changing to begin with). If you struggle on MacMillan as Killer, this is a you-problem, not a problem of the Maps, the Maps are some of the most balanced Maps we have in this game.
The only Map where I dont agree with the breakable Wall is Storehouse, since they removed the Pallets to give a one-time God Window, but thats about it.
If you break the Wall, you will be completely fine on those Structures. And those 2 seconds will not lose you the game.
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The idea is flawed, to say at least. A Killer can easily go for another Survivor, while the Survivor cannot do anything else except to do Generators when they want to escape.
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@Mooks said:
Their statistics probably show that survivors with DS don’t have a significantly higher survival rate etc. but killers that used Pop had higher kill rates/whatever statistics they use for gen defence.
not saying that DS can’t be problematic, and the devs clearly expressed that some aggressive uses like running towards the killer and jumping in a locker before them are not what they want the perk to be used for.. but overall it’s also not directly comparable to Pop. DS is one time use only. Pop gets activated after every single hook. So the 60 s comparison doesn’t really make sense.
"So the 60 s comparison doesn’t really make sense."
^ this.
Killer Players ALWAYS use the 60 seconds for that. Always. I mean, with that logic, Lucky Break is an AMAZING Perk, since it is active for 180 seconds. Wow!
Only because two Perks shared the same timer, does not mean they are compareable at all. Let alone that Pop goes the Weasel is still good. It was a very mild nerf.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1870742#Comment_1870742
pretty sure anybody wanting to be able to opt out would be fine if their queue times were 20 minute for more frequently enjoying the time they did get to play. the mmr should fix this for low ranks, and for the most part mid ranks too which might be what op could find some benefit from out of options the devs are willing to even humor. I can't imagine purple or at least reds' games would change too much though from mmr compared to times there were enough killers to avoid frequent rainbows and stuff like op's situation since when they put reds versus reds they claimed it was often sweaty anyways and more frequently swf. Some said they spent a lot of time deranking every time they got sick of it. right now there isn't enough killers for it to be helpful or something is internally borked but the matchmaking is too all over the place but I'd have suggested OP afk enough to derank and do it every time they hit the rank they started seeing unliked changes in their matchmaking. That hasn't worked for a while though unfortunately.
Dont get me wrong, I would find it kinda funny if a Killer player waits 30 minutes for a game, just to play against 4 Solos and will most likely still lose this game. Would be interesting to see what they say when their excuse is gone.
However, everything what would increase Queue Times for either side should not be a thing.
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@chieften333 said:
People say "BuT tHe CoMmUnItY wOuLd MiSiNtErPrEt ThE dAtA!"
We wouldn't know that for sure until the data is given to us. Besides, it's not like behavior is correctly interpreting the data they have right now. So what's the harm in letting the community see it?
Hm. Yeah, it only happened two times, pretty sure this will not happen a third time. /s
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@unluckycombo said:
Agreed, and let's get rid of pointing next- I hate it when Survivors dare try to touch me /s
Great, another Pig-Nerf. :(
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Grow a thicker skin, really. Teabagging has 0 impact on the gameplay and this should always be the case.
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Babysitter.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1871420#Comment_1871420
Yes, but with upcoming changes you would get a new chance to get easier adepts every month. Previously you either needed to hard depip as you got downranked 4 ranks max or you needed to stop playing that role for like 3 months. Now you get the easiest double pip conditions every month and new killers will have no MMR ranking, meaning you won't start against your typical opponents.
If I understood the MMR correctly, new Killers would start at around the same rating as every other Killer, but will drop/increase once enough games are played.
So, you would have to suck a few rounds in a new Killer to try your Adept afterwards.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1871017#Comment_1871017
You'll be matched with other players according to your past success (or failure) with each respective killer. So, killers you are bad with, or haven't played much will be paired with similarly skilled survivors. So, it should be a lot easier to get adept trophies in the future.
I mean, nobody should expect to get Adepts with Killers they are bad with. But the biggest issue currently is that it gets artificially harder to get Adept, the higher you are ranked. In Red Ranks it would be 4 Iridescent.
In brown Ranks, only 2 Iridescent and 2 Gold. It is still not easy at all, but certainly easier.
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Every Perk is lit up. While healthy, my Iron Will and Dead Hard were lit up, same with DS all the time. PGTW is also lit up.
100% Bugs.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1871138#Comment_1871138
Afaik it's just her default, prestige, and legacy.
Yep.
Her prestige Skin looks really good now.
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@Canas said:
He's probably one of the hardest killers in the game to play as, definitely harder than Nurse. Both rely on keeping track of survivors at all times to properly use and navigate your power, otherwise you lose chases and tons of time. What makes him harder than Nurse is the fact that he has to play a minigame with structures while also robbing himself of vision while doing so since he has to stare at walls. IMO his aura reading addon should be base on him.
He is not harder than Nurse. You can easily use Blight just for mobility and never use his Power at Loops, this is not possible with Nurse.
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@Mooks said:
I think even the former (not even correctly working) matchmaking system was deactivated for PTB because there are not enough players.
^ this is correct. PTB is without Matchmaking-System, just players matched together.
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"And if I turn sounds down, I can't hear survivors so don't give me that."
I mean, to be fair, you can turn the sounds back up once you are in the Lobby with the Survivors.
But in general, I agree, there should be an option to mute the Lobby animations/sounds until enabled again. So that Killers like Oni or Demo are not super-loud (even tho, I only find it annoying on Oni) and Ash can also shut up for once.
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Its ok for a few games, but not more.
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@bkn said:
https://forum.deadbydaylight.com/en/discussion/comment/1870743#Comment_1870743
i highly doubt that. can you proof your statement? Or did some of the devs say that after the implementation of swf?
This game to this day still lacks proper functions to socialize with other, like ingame friendlists, chatrooms, ingame communication... everything in this game literally screams this game was not coded for swf in mind.
and even if, doesnt change the fact about the broken balance at all. you cant balance for solos and teams the same time. thats a fact...
The Devs said it in a Livestream at some point. I think the Stream was from 2018.
But even without it - like I said, nobody would create a game where players can play in a team of 4 people without the thought that friends want to play together. And the Devs also knew in 2016 that Third party programs for Voice Chat exist, its not like the Devs are living under a rock.
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Dont like it on either side.
As Survivor, I dont care if I escape or not, if the Killer slugs for the 4K, this is ok, but I dont like it.
As Killer, I only slug for the 4K if I want that person dead (sometimes even only for the 3K, because the slugged guy gets the Hatch then) or because the last Survivor was next to where I downed the other guy. Cant be asked to run around for minutes searching for one person for a few points when I can get the game done faster by just hooking the second to last Survivor.
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@bkn said:
the game was designed for solo player that can´t communicate. when the game became more and more succesful they implemented the option to play with friends (community wish). but the games in its core was never designed for it in the first place.
Its better now, but still far away from being fair. the game in its core is still balanced around 4 solos, and thats when the matches usually start to become enjoyable for the killer.
not even 10% of swf are full tryhard mode... but when they do, you see the sheer amount of power survivors hold in their hands.
This again?
SWF was always planned from the start, but when they first launched the game, they only had time to implement either KYF or SWF, so they went for KYF. SWF was added shortly afterwards.
You dont create a feature like SWF that fast when it was only a community-wish. You also cannot be serious when you say that a game where multiple people are on a team is created without an option to play with friends in 2016.
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"I honestly think that there should be an option that only let's you queue up with random players. That way, SWF can still have their fun and killers can still have fun too."
This would mean, Queue Times for Killers would be higher who dont want to play against SWFs and Queue Times for SWFs would be higher. Also, Killers should not be able to cherry-pick their games, they are already doing that by Lobby-Dodging, but more restrictions before searching for a Lobby dont really make sense.
Personally, I would rather say that the problem here is the Matchmaking. Matchmaking is a little bit broken sometimes (from my experience, everytime when a Console-player is in the Match, the Matchmaking becomes odd), but there will be a MMR-system coming soonish, which (hopefully, but I dont think so) will fix that.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1868220#Comment_1868220
I know, this topic is getting a little bit too familiar, but what should we do if developers don't address this perk?
The Devs know about it without repeating it 300 times per day thinking that YOUR Thread is more unique than every other Thread.
They have talked about trying to remove the abusive side of the Perk, however, it has to be kept in mind that not everyone is using it to run into the Killers face. And if DS will be nerfed into the ground (which is something many Killer players probably want), it also becomes useless for those who play in a fair way.
e.g. the DSes I get to work are 100% due to tunneling Killers. But I am not running into the Killers face, meaning that there are games where I am not able to use my DS, but if I do, it is justified.