Aven_Fallen
Aven_Fallen
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Is this another Huntress-Skin situation where people just bought the skin because it gave an advantage and are now mad that this advantage was removed?
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@Nazzzak said:
I'd love to know where these Wake Up rats supposedly are. 4 years of being a solo q survivor main and I've never seen them. Ever.
^ this.
I encounter people pretty rarely who just wait that the team dies to then escape. But I have never seen those actually use Wake Up - they use Sole Survivor, but not Wake Up.
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I think Map Offerings should stay. Because not the Offerings are the problem, the Maps are the problem. This is the exact same thing like when Balanced Landing got nerfed - the Perk was really not good anymore, but this did not change the fact that going to Haddonfield still sucked as Killer. Removing Map Offerings would be the same as nerfing Balanced Landing - going the easy route instead of actually tackling the core problem.
IMO they should add second Maps to all Realms which only feature one Map. And ideally those Maps are the opposite of the first Map. E.g. a more open version in the Lerys-Realm. Same for the game. Another location in Silent Hill (if possible) and so on. We have seen this with Garden of Joy, you dont have that many Offerings for that Realm anymore because you might end up on Greenville and while I dont think the Map is killer-sided, it is not as survivor-sided as people want it to be when they use a Map Offering.
Certainly Maps need more work. They need to look at Badham and Eyrie, they need to look at Haddonfield and Coldwind as well. But just removing Offerings does not mean that you will suddenly have a fun time on Badham as Killer or on Coldwind as Survivor. However, I dont really have high hopes for that one, for all that I know a Badham-Rework could leave the Map as a big flat open field without any Pallets at all. The way they changed Haddonfield and Coldwind really shows that. And it is strange, because the new Ormond-Map is really good and also good for both sides, but then other Maps are pretty hard misses.
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Would be funny and would show people that saying "The game becomes more and more survivor-sided" or "Killer agency is being taken away" is pretty wrong.
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@Dadeordye said:
Will drop a simple information here.
This game was not designed to have survs communicating exclusively between them. In the beginning there was a proximity chat that could be heard by the killer, but people playing with cellphone mics, listening to loud music without headphones (which made the other players listen to whatever their were listening) and other factors like these made BHVR remove this feature entirely.
And DbD was also not designed to be a Catch game, but a Hide and Seek one. That's why Nurse wasn't suppose to be the menace she is (because she would be ok in a Hide and Seek game).This is pretty wrong - since the game was out, there was no proximity chat. I am not sure if you talk about some Dev Build-features which were scrapped before the game went into Open Beta, but this is the first time I hear that. The Devs just simply did not implement SWF right from the start because of time constricts - they either implement Kill your Friends or Survive with Friends and they went with the first. SWF was joined soon after and was planned from the beginning.
That the game was designed without Voice Chat might be true, however you can assume that in 2016 the Devs were also considering that people will use Voice Chat when they play with each other. I mean, you cannot really ignore something like that in 2016.
And last but not least, Nurse was more a product of the game design. Back then the Devs had quite a poor understanding of Balance, which is why Nurse was created (she is a design failure like actual infinites or fast vaults without any requirements)… And possiblly also to counter infinites.
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I get the point. Personally, I am not a fan of facing Pyramid Head because holding the power down at a Loop to cause Lose/Lose-Situations or coming back to cages immediatly for tunneling are not really great.
But I think the main reason that he is not really complained about is because he is really rare and even among the rare Killers there are some who are more hated. E.g. I take a PH-game over a Twins-game all the time, because against a Twins I know that I will spend the majority of time on the ground. Against a PH I might get tunneled or forced into Lose/Lose-SItuations, but I still play the game.
And other than that, people dont complain about things which are rare, since even if they face a PH, it might have been a few dozen games since they faced one and even if the match is bad, they dont care too much. If they go against a bunch of Blights on the other hand, this sticks more. (I mean, even a Killer who was completely fine like Wesker was complained about, simply because people were facing him too often.)
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@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876133#Comment_3876133
killer at 5 do 11 12 and 1 is a basic example that is already strong, especially against stealth killers.
Where it really starts to get crazy is when you coordinate items, perks and offerings in a manner that does not occur in soloQ on any consistent basis.
A lot of people, almost everyone in soloQ seems to forget (or ignore) is the pre-game chat that allows even random groups to coordinate on a level higher than the average soloQ group that does not communicate at all. It's a possibility that I see rarely used outside from memeposting and the occasional "Bring BPS".
The community somehow collectively decided to come up with terms for "slugging", "tunneling", "genrushing", for the sake of communicating patterns and actions but somehow failed to come up with an effective pre-game communication model to coordinate perk setups and strategies. What some of them got down to a tee however is the endgame chat freakout. That goes without thinking.
The possibility is there, think about it.
Everybody just hits ready (or not), going into the match with a preset plan (or not) and everyone is left guessing if you even equipped any perks at all or if you're going for a sabo build.
There is a reason the Killer cannot communicate with the survivors in the pre-game chat, but he can do so in the post-game chat.
If the community could somehow come up with an effective way of communicating the most basic strategies in the pre-game lobby they could at once go into the match with more information and could make adjustments accordingly (if they at all can).
If the group can spend the entire minute effectively then they should already be at a better place than before.
Yeah, but most SWFs dont coordinate like that. I dont really think what you believe happens in Discord Chats of most SWFs, but it is clearly not some Comp-Coordination or Callouts like that.
And while you are not wrong about the pregame Lobby, I can tell from my own experience that it might do anything. I can say in my Lobby "I have resurgence, so please heal me immediatly" and more than half of the time I am not healed immediatly and when the Killer brings anything which applies Hemorrhage, my Perk is gone in seconds.
And I have seen Survivors who run Kindred and STILL stand up from a Gen across the Map to go for a Save despite them seeing that someone else is already going for the Save. I have had situations where I was on the Hook, two Survivors on the same Gen and the last Survivor being chased and yet I reached second stage.
In all of those examples, the Survivors had exactly the same information as a SWF on Comms would have and yet they failed.
The strength of SWF is to make sure to not play with those people, but with somewhat competent Survivorws. IF and only IF you care about that. Most SWFs dont and just want to play with their friends.
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@TwinsMain2004 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876133#Comment_3876133
literally half the posts i see about solo q are survivors complain about them getting chased and their team not doing gens
swf removes that entirely, so yes I do think they need it because otherwise people wouldn't scream my team wont do gens 24/7
these people would greaty greatly benefit from a simple "yea the killer is still chasing me you can sit there" or "He gave up and is heading towards you just run"
this was before the chase and gen ui stuff btw
Ok, let me get this straight - you really think that inefficient SoloQ-Survivors exist, because nobody tells them that they have to do Gens? Are you actually serious with that? This might be the weirdest take I have ever seen.
The strength of SWF is that you can filter out those people who dont do Gens and waste their time doing Totems, Chests or strolls across the Map. Not that you can tell them to do Gens.
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@TwinsMain2004 said:
yall just coping super hard here lol
when i swfed in a 4 man, we literally had 1 player who was garbage (rip doss) and it didn't matter because we still never lost
we'd be talking about nonsense 24/7 and we'd barley even be trying
The fact is us being able to say "Yea killers chasing me do gens) was more then enough to win us games
Gens would be done in 6 mins or less every time
If Doss wasn't getting chased first, it's almost always be a 3 gen chase while 2 of us slam the other gen in 40 seconds while the other goes for the unhook
Just the fact that we all knew what the killer was doing and where they were was good enough for us to win 90% of our games or at the very least draw and deny the killer victory
Do you really think that any semi-decent Survivor would actually need something like "Killer is chasing me, do Gens"? Really?
And your story sounds more like you would have been doing fine without communication. Because your example of communication is really not something which makes SWF stand out.
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@MooGoesTheTree said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876011#Comment_3876011
Then explain to me why I get teams that know exactly how to loop? You can't because you simply believe that every SWF isn't good and compare them to solo queue players.
BHVR loves to buff killers because they thought it was a good idea to bring solo queue in par with SWF. Now look what solo queue have to deal with overbuffed killers all because SWF remains untouched. BHVR's decision making makes me laugh.
If they nerfed SWF, killers never needed the buffs in the first place and neither did solo queue need changes. It's all for naught.
BHVR and SWF are responsible for this. BHVR for deciding it. SWF for defending it.
SoloQ is NOT on par with SWF. But this is not because of communication, this is because SWF has the ability to eliminate teammate-RNG. This is the strength. And this is also the reason why you might get better players in an SWF, but the same players would play roughly the same if they are playing Solo.
SoloQ is still the most miserable role in this game, the added information did not change anything here.
And no, I dont think you get such good players every game.
Have you thought at some point that YOU are making mistakes? That YOU might not play as good as you think you are playing? Or do you just automatically blame it on SWF, the most used scapegoat? Do you have some gameplay-footage to review?
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SWFs have weaknesses. And the weakness are the individual players. 99% of SWFs are not on that level you want to claim they are. You will not lose a game because the Survivors are playing in an SWF. You will lose a game if the Survivors are better than you - and then you would have probably lost against the same Survivors if they were all SoloQ.
You will not have 4 players who play perfectly in every match, even when they are in an SWF. And SWF does not suddenly make bad players good.
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P100-Rewards
Devotion-Rewards
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As others have said, it is just due to the fact that there are so many bad Perks in the game. Those are Perks most people would never consider using and therefore you dont see them. But they will pop up in Chaos Shuffle and honestly, sometimes I am really questioning what the point of some Perks is.
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Honestly, I personally dont care if someone suicides on Hook or if they DC. The Bot is not helpful (and depending on the Killers Perks even worse than a lost teammate).
But people give up when they dont have fun. I think that the reasons might seem silly to other people, but you dont know what the person themselves experienced before. E.g. I never blame people who give up against a Nurse, since playing against a Nurse is usually pointless, since you have to hope that she is learning the Killer. Not doing that myself, but a few days ago I faced 4 Nurse-players in a row, all being obnoxious with muiltiple Slowdowns and the Mangled Add On and it was not fun.
And for me, a Killer who gives me that "ugh"-Feeling is Twins. Because a Twins-Game usually results in 4 people being slugged on the ground and it is so frustrating to play against Victor, since his Hitbox is as big as a truck and you often see his visual model fly past you when he hits you.
So that is one thing - even tho you can obviously say that this does not apply to all instances, simply because people also go next against a Wraith, who is really fine to verse.
And another thing are obnoxious playstyles. E.g. in Chaos Shuffle two days ago I faced a Huntress. We had one AFK-player (which the Huntress new about, because he had 3 Crows) and this person only came back to give up shortly before they reached second stage (so they did one attempt and thats it). Game lost. And the Huntress still felt the need to proxycamp the second person she hooked… And I cannot blame that person either that they gave up.
Sometimes you just feel like "Ok, if you need this win that badly, just have it.".
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@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875508#Comment_3875508
So I just do 4 gens and leave the 5th one for later, like 50 minutes in. I was just farming bloodpoints and practicing my loops, man.
No hostage intentions at all.
Sorry, you are talking nonsense. You know that this is holding the game hostage, even if they would not drag it out for the whole hour until the Server closes.
And this is what I mean with fabricated - you created a scenario which will not happen and whenever I try to debunk it, you come with another unreasonable take why your scenario would be valid. Really, stop it - Killer toxicity has more impact on the gameplay than Survivor toxicity, even if the latter is more frequent (which is logical, since you have 4 Survivors for 1 Killer in a game). And this is just a fact.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875376#Comment_3875376
Okay how legacy should be earned if brought back is simple...prestige level boom and a good length into the prestige level because you work hard to get it. Maybe 98,99 and 100 or something else
I mean, they could do that, sure. But then there is still the point that players who were around when the game launched AND stayed around despite the horrible Bloodweb experience deserved their Reward. Because back then the Bloodweb was a) way slower and b) also way bigger… Let alone that Progression was slower.
So I understand it that they want to keep it exclusive to those players who earned it back then.
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@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875498#Comment_3875498
How will you ban them? For what? Having a streak of bad games? Good luck with that, they barely ban cheaters, let alone read whiny report tickets. They probably get thousands daily. Who will even report them? The killer with 20 hours game time that doesn't understand what is even happening?
SoloQ MMR is already eff'd. Every now and then I get exactly that type of killer. I've had killers that could't catch me at a cowtree longwall gym combo for the entire game.
Not opening the Exit Gates is holding the game hostage. But that being said, the Killer could even open the Exit Gates themselves if they want. So we would need to move your point to "not doing Generators" - which again is holding the game hostage and bannable.
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@JimbusCrimbus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875481#Comment_3875481
That's factually false. "Way more impact". That's just a roundabout excuse to be able to say "it's okay for survivors but not for killer". You no longer get the privilege of talking to me. I prefer not to waste my time on someone with such a god awful attitude and mindset.
Thats fine. You took my words and instead of bringing an argument yourself, you assumed something which I did not even say. So yeah… My disappointment that I will not hear your wisdom anymore is pretty limited.
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@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875488#Comment_3875488
What do you mean realistically this will not happen? Take a 110% Killer that has no clue how to use his power yet and respects pallets. It's over, I'll get 10 rounds on a godrock without throwing a single pallet, get respect one time and it's 5 more rounds, get slapped and swap the player while you heal. Or you know, just use a syringe or styptic.
What about this scenario is fabricated to you?
That a SWF tanks their MMR just to annoy low-MMR/new Killers, which will just lead to them being banned. Yes, I think this is fabricated. Unlike extensive slugging, this happens quite frequently.
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Agree. Especially because those players dont know their MMR. E.g. I face Otz from time to time, but this does not mean that my MMR is as high as his. It just means that I went over the Soft Cap, but I can still be miles under his MMR.
Let alone that people who claim to be high MMR lose games all the time (according to them). This does not add up. Plus, it is unlikely that they are on a special Server with only good players, while others experience random Matchmaking.
And this is what happens - it is random Matchmaking. MMR basically only separates new players from experienced players, I think the vast majority is above the Soft Cap and therefore in one big pool of players. That BHVR also prioritizes queue times over Matchmaking-Fairness adds to this. You can get a strong Killer/Survivors in one game and in the next game the other side plays like they dont know if they are playing DBD or Minecraft.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875186#Comment_3875186
But many characters were in the deep rift without a tome
Really many? When I mean "Tome" I mean that they Perks or their characters appear in Challenges. (I honestly dont know if all of the Characters get Lore, but I think only the major characters get Lore… But then again, why should a Characters who already appeared in a Tome and possibly got Lore get a Deep Rift when other Characters did neither have Tome-Challenges associated to them or Lore in the Archives?)
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@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875481#Comment_3875481
So what if I just swf up with some good survivors, tank my mmr and just never open the exit gates while running the killer around objects he doesn't yet know how to run correctly? You can easily do this for an hour without him catching you. There's no way for him to end the game except DC.
Sure, if you want to fabricate a situation to have an argument. Go for it. Realistically… This will not happen.
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@JimbusCrimbus said:
The correct statement is "player behavior". It's not just killers.
The thing is, Killer behavior has way more impact than Survivor behavior. A Survivor cannot really do the same as a Killer. The "best" the Survivors can do which compares to slugging until bleedout is to wait at the Exit Gates. But the Killer can do something against it.
Everything else is just nothing which impacts the Killer that much. The Killer on the other hand can take away the possibility for the Survivors to play the game - either by slugging them or, if they dont care about being banned, by bodyblocking. The Survivor cannot do that.
Killer Toxicity is just more impactful.
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@shadow_V said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872072#Comment_3872072
unhook perks? Survivor had off the record which is only really useful for tunneling like decisive strike don't forget those perks deactivate as soon as said survivor touches anything and perks like babysitter and second wind are beneficial for the survivor being tunneled these killers cry too much when I'm on the ground I can't do anything except watch smh they fail to realize survivors have challenges too
Your sarcasm detector is broken, you need a new one.
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@TwinsMain2004 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875382#Comment_3875382
How so?
Care to elaborate?
I just think that saying that the Mage Hand should be buffed is as equally wrong as saying it needs to be "nerfed badly".
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@TwinsMain2004 said:
https://us.v-cdn.net/6030815/uploads/AGC67LLSWWW6/negan-twd.gif
If anything, it needs a lower cooldown by of like 10 seconds and a buff to it's hold time to be reverted to what it was pre his most recent nerf 😆
This is equally as wrong as what OP is saying, lol.
@Topic:
The Mage Hand has the longest Cooldown of all of his abilities (Fly 25 seconds, Flight of the Damned and Dispelling Sphere 35 seconds and Mage Hand 40 seconds). And I think the ability is overall fine, ideally you search Chests for the Interlooper-Item anyway, which makes it easier to deal with the Mage Hand.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875346#Comment_3875346
Would've said the same for anniversary crowns since you rarely see them unless it's the anniversary but well BHVR kinda ruined that since you know you worked hard to unlock it for survivor and killer then next year was the same thing then BHVR just says "oh here's a code to unlock them all" but I guess it also shows that you put hard work into unlocking them like that golden shirt for Dwight which I'm wondering if that person is even still playing at this point. Okay I'll just throw this in giving a code for the 4th and 5th year crowns was a little bit of kick to the gut to people how had to run in and grab them. I remember threw a few fits when playing survivor because I was close to getting it and then getting camped.
Meh, I disagree. Just because you played longer should not give you exclusive stuff. And yes, I also think that Legacy should be back in some form, but I can understand why BHVR is not doing it, because it is not really compareable - the people who earned Legacy are those who supported the game from the start and it has a bitter aftertaste if others get what the people who supported the game from the beginning (which is usually the roughest time for a game) got.
And I dont think that the Crowns were that hard to get. The Survivor ones were harder, since you had to escape with a Crown, but I dont think that those were really hard. And should you only get something because you played during that time?
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First of all, selling accounts (Steam Accounts in this case) is not legal, so people might not want to do that. And honestly, if there is a Steam Account with Legacy Outfits, I would not buy it, since it is very likely that those are hacked and not legit.
Then, when it comes to showing of Legacy… I mean, it is rare and this is why people use it. I am quite happy to see Legacy-Outfits in my Lobbies, because they are so rare (obviously only when they are legit). And I would use them as well if I would have some, but sadly there is nothing compareable to a long playtime or a high level of devotion.
And when it comes to Skill… Legacy means nothing. I have seen people around with less than 1000 hours, but playing since 2016 (so they might have Legacy or at least had the ability to get it). Legacy might mean that you play longer, but not that you are playing more often or that you are actually good at the game (since having more hours does not mean that you are better than someone with less hours, at some point you peak).
I think especially during events like Halloween you might see more Legacy-players, simply because they only play DBD during events.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875241#Comment_3875241
CoconutRTS said that Deathgarden failed because it was too easy for the hunter to eliminate one of the scavengers early & no reason not to do it, and he played Deathgarden before ever touching DBD. I trust his judgement, especially since I see him as someone who favors the killer side but is generally able to come up with balanced takes despite that.
My takeaways from that are that BHVR need to do a better job of both incentivizing spreading pressure and making tunneling less feasible.
Umbra also said at some point that Deathgarden was basically balancing for the stronger players. She said you could basically win 300 games as a Hunter before facing a very strong squad and losing against them. (Which is why she also said back in the day that DBD should not balance around Killer players like her)
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875141#Comment_3875141
But if they get a tome they are already in the deep rift, no?
Yes. But there are characters who did not have a Deep Rift yet, but had a Tome before. And I think before those get a Deep Rift (and therefore a second Tome), others who did not even have a Tome yet should get a Tome (and by that also a Deep Rift).
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I think before a character should be in the Deep Rift they should get a Tome in the first place. We get another Jane-Tome soon and some Characters did not even have their first one.
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@Jarky said:
I don't particularly agree that camping and tunneling is some of the reason DBD is successful compared to other asyms - maybe it's not what was meant in the initial point raised. I think the main point is that DBD is a game of push and pull and being able to eliminate a survivor from the match is the PART that makes it successful, which I agree with. I don't think DBD should ever have revive mechanics in its survivors.
I think DBD can be designed in such a way that eliminating a survivor from a match is achievable without tunneling and camping being the go to and most effective strategies by rewarding the killer MORE for spreading out their hooks rather than rewarding them the most by 3 hooking 1 survivor out ASAP.
"I think DBD can be designed in such a way that eliminating a survivor from a match is achievable without tunneling and camping being the go to and most effective strategies by rewarding the killer MORE for spreading out their hooks rather than rewarding them the most by 3 hooking 1 survivor out ASAP."
You can already win most of your games without tunneling or camping. This is possible. However, it is not the easiest way to play the game. And this is the issue - turning the game into a 3v1 ASAP is the easiest way to play, and the most efficient way. If you want to change this behavior with rewards, those would be even stronger than tunneling someone. Not really imagineable that the Devs can go for something like that, because even with the Eruption-Meta, tunneling was still the best thing you could do.
It would need some reward for spreading hooks and some punishment for not doing so. (E.g. people brought up BBQ sometimes as such a reward. But BBQ was a bad reward, because you could still get all Stacks even if you tunneled, so there was not really an incentive to not tunnel)
Some people say MMR needs to be around Hooks, but they fail to understand that MMR is not a reward or anything. (IMO MMR belongs in the bin anyway with Rank-Matchmaking returning with some Tweaks from before AND a big Rank Reset each mont)
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Now Killer Mains are praising him after they were talking bad about the poor guy for missing Doctor-Skill Checks before they were changed to not be affected by Lullaby or making other funny videos about him because they thought he is ruining the Killer Role. Yikes.
I dont really agree with his points here. I can understand them, but I dont agree with him. Because Killer/Survivor-Interaction IS what makes DBD unique and what is also needed for DBD. It would be really boring if you would have it too easy to kill Survivors, at this point you could also play a singleplayer game. It should be difficult to get a 4K, because you are playing against a team of 4. And it should also be difficult to escape, because you play against a player who is playing a character which is unkillable and supposed to be an unstoppable force. (Obviously it cannot be an unstoppable force in game, simply because it is a Multiplayer Game)
I also dont think that VHS had ever a chance of surviving. At least not from a DBD point of view. I saw that players where thinking that VHS will be THE competition for DBD and that this will change the game - coming from players who already threw a fit when they get hit by DS, praising a game where the Survivors can actually fight back.
IMO the main reason is still that DBD is the first actually successful asymmetric Horror game and others are trying to make DBD, but different, despite having some issues with the "different" approach. E.g. VHS. E.g. Texas Chainsaw Massacre where they decided to have Teams on both sides and Voice Chat, BUT at first you needed a Leatherface in every Lobby, then having the need of having different characters in the Lobby, which caused Lobbydodging and long wait times, etc….
So I dont really think it can be answered with "Killers should be able to camp and tunnel" or that there is a call for less Killer/Survivor Interaction. (In general, in my ideal world there is tons of Killer/Survivor Interaction when they rework the Maps to feature mainly unsafe Pallets (but having a massive amount of those) and the removal of Bloodlust. And suddenly you had skill deciding a chase and not a super-safe structure/pallet or a Deadzone…)
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I think currently it is really bad. IMO vaults were not really fixed for years now, but currently you cannot even say it is ping-related. I got hit yesterday by a Killer after fast-vaulting the window while I had 30 Ping and the Killer had 50 Ping. It cannot get much better than that, so if this already grants questionable hits, I dont know how you want to explain this.
It also looks really odd when going down like that, it looks like you go down without animation or without a proper animation, because you are already further away from the window on your screen, but get set back on the ground.
And when it comes to Blight, I just leave this window hit here (I did not move after going down btw):
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I think the Killer from Friday the 13th would be cool in DBD.
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Yeah, I also was in this video, just not the person who said it. x)
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I have been in a few Otzdarva-Videos and years ago in a few tru3-videos (but those were before Dedicated Servers were around).
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BHVR probably would love to bring every one of those outfits, but in the end, it is the decision of Capcom if and which Outfits we get.
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@Interrupt_Vector said:
You can just walk up to her and make her hook you if you are so desperate to move on from this experience.
Can some games be annoying and less entertaining than others? Yeah sure, same as in every other game. Just force the next best exit from the match.
Its funny, usually Survivors giving up is a huge thing and they should be penalized more, but then it is ok to say "Oh, the Killer is holding you hostage? You know, you can just give up.":..
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Yeah, it is rare. Does not help that Ormond has 4 maps, with 2 of them being ugly variants of the original Map.
Which is a shame - they decided to make those new maps who look really bad and are also, again, featuring deadzones, super unsafe Pallets and 3-Gens and the result is that you get the enjoyable and really balanced and completely new Ormand-Map even less…
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Not going for chases and just holding a 3-gen is holding the game hostage, yes. Confirmed by the Devs.
However, this applies to both sides, at some point the Survivors need to try to repair the Gens and the Killer needs to try to chase Survivors. At some point the Survivors have to risk dying to get the last Gen done and at some point the Killer has to risk losing the last Gen to chase Survivors.
If you were not trying to do the Gens, you were holding the game Hostage. If you were trying and the Killer chased you away without any intention to ever leave their 3-Gen, they were holding the game hostage.
Personally, I would blame the Devs for this - their Map Reworks resulted in some really strong 3-Gens and instead of fixing this, they invented a system, which works only in the most extreme cases.
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From where did you do the cross progression? What was the console you were using before?
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@LockerLurk said:
Oh this is still big though.
I have played for several thousand hours and already know I'm likely not high MMR and wouldn't want to be because it sucks to face comp people all day every day. What do I care about a number?
Knowing this number shouldn't change anything, if people want to cheese it let them. Get them the hell outta my lobbies. Please.
I have played for several thousand hours and already know I'm likely not high MMR and wouldn't want to be because it sucks to face comp people all day every day.
The thing is, this is not the case. MMR has a Soft Cap and once you reach this Soft Cap, you are matched with anyone who is above this Soft Cap. This is so that people who are at very, very high MMR still have decent queue times. So even if you are at the highest possible MMR, you will face people who are far worse than that, simply because they reached the Soft Cap.
This is also the reason why people saying they only face the best Survivors/Killers are simply lying. The Matchmaking is not as strict as it would have to be to make this possible.
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To 1. A different Objective would only make sense if the Gen Time also decreases. You are not writing this, but I hope you assume this. 90 seconds Gens AND looking for parts as an Objective (for example) would be way too much. The Speed of Generators is not too fast, so anything added as a mandatory Objective would need to reduce the time it takes to do Generators. BPs from other sources are not really needed IMO. If you add more Side Objectives, people will do them instead of Gens. And you cannot really afford it nowadays as Survivor to do the Side Objectives (e.g. Totems) anyway, so adding more of them would either mean that Survivors would ignore them anyway OR they would do this instead of Gens, which would make it even harder to survive in SoloQ. In general the BP-gain for Survivors should be increased, as Killer you gain BP in all categories automatically, as Survivor you have to compete with others.
In general I still think that the category Caps need to go. It always hurts a bit when I have max in Objective, but almost no Altruism, but still have to do Gens which dont really benefit me anymore. This would also help out some Killers, since some Killers have a hard time getting Deviousness-BPs.
To 2. Nah. I think Custom Games should just be for friends to play against each other. Custom Games should allow for more customization, like special Rules or so. I also think that Custom Games should have the existing gamemodes (like Lights Out and Chaos Shuffle) available to choose from. But I dont want Custom Games to help with progression in any way, it would just lead to people not playing the regular queue or doing Challenges without actually having to do a Challenge. Stuff like getting 3 Unhooks in a single game can take some time, but it would be way too easy in custom games.
To 3. Yeah, would be nice. But I dont really think that it would do much. I think I have never given a Thumbs Up at all during my time playing DBD, simply because it does not do anything. And I dont really think I would really remember doing it when it would do something. But could be an option, even tho it should obviously not be possible for SWFs to thumb up each other.
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@[Deleted User] said:
At the very least, I hope this leads to some more nuanced discussion around the system. It's not this elementary thing that goes up and down by 20, where everyone is always 5 wins away from "high" MMR or "low" MMR.
But also this thread will probably get deleted within 20 minutes.
And I'd be shocked if these information requests weren't automated.
There is not really a reason why this Thread should be deleted. In the end, this is all available on your BHVR-account and the option to get your data is absolut legal.
And maybe this will lead to more people actually asking for it and then making MMR more available. Even tho, I am twisted on this - on the one hand, it would actually help to see what is going on and who you face. So you would see if the Matchmaking is accurate and your Survivor Teammates might just have a bad day or if there was a backfill or anything else (if we ignore the fact that only going after Kills and Escapes is a bad way to measure in the first place…).
But on the other hand, I really dont want discussions here to be too focussed on MMR. And it will happen that people with 1600 MMR will say that people with 1500 MMR will not have any idea what they are talking about. So the first thing everyone does is pulling out their e-Schlong just to see who is more right. (And this happened back then with Ranks already. Someone said that my opinions are invalid, because I am not Rank 1 on Killer, I then posted a Screenshot of me being at Rank 1 and that person claimed it was not me, despite having the same name as here… And this will happen with MMR)
But then again, it would be funny to see if some people are way lower in the MMR than they think they are (even tho I guess that most people who play the game actively will be at least at the Soft Cap).
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Sadly I dont get Emails like this. I only get Ads from BHVR. I know that Chaos Shuffle has returned, but I dont get fun things like this.
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@OnryosTapeRentals said:
Yes! I hate that everything takes an extra click nowadays. Equipping charms is such a hassle now.
I did not equip a single Charm (aside from the 3 Soma-Charms for the Badge) since this change. Because I dont bother with it anymore, if the Devs want to make things complicated and ugly, I will not use them anymore.
The extra click for the Daily Rewards is also something which does not really make any sense at all. The worst thing is that those decisions are done by people with years of experience and most likely a degree in what they are doing.
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@RaSavage42 said:
DId you expect something for this???
Considering that they were quick when bringing back Chaos Shuffle a few months ago, with the reasoning that there are no changes to bring it back ASAP - yes, I think people could have expected a few changes for the third time Chaos Shuffle.
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872507#Comment_3872507
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872509#Comment_3872509
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872510#Comment_3872510
As far as I know the bug it's only for the sound queue of survs dropping it that's not playing.
My point is that even with or without the bug Flashbangs are 100% uncounterable if dropped at the exact time. No walls, no Franklin to make them drop it…I usually dont have a problem with Flashbangs - only when the sound is missing. And this also happens on the Killers side. And this needs to be fixed. But other than that, I dont see an issue with Flashbangs.
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Flashbangs in itself are fine. The Bug that they are silent sometimes needs to be fixed tho.
