Blueberry
Blueberry
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/489346#Comment_489346
The posts I'm referring to talk about a micro-transaction system similar to popular battle royale games. There's something on reddit about it unless it's been removed as well.
Oh yeah the battle pass stuff was being deleted as well. Those 3 things were generally the things being deleted.
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Unless you are playing one of the top tier killers you're in for a beating. Like someone else said though, there are A LOT of boosted potatoes there as well though that ease the pain here and there.
Also, most their ego's are out the roof so they'll be dc'ing on any down that happens too early in the game..or they just don't like your killer/addon/offering choice.
Don't worry about the beat downs though. In case you didn't realize how bad you were destroyed and taunted they will make SURE you know how bad you were in after chat as well.
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Scratch marks will get you in the general area but the majority of your reads are from sound and predicting survivor movements. IE if I'm phase walk chasing them to a pallet I will just immediately go around to the other side because they are expecting you to be coming straight at them. Use standing still to your advantage. They can't tell if you are phasing right towards them or just faking it. A lot of times this will cause them to slow walk away from the pallet which is just enough distance to hit them before they can get back to it after you were fake phasing.
If you see the scratch marks abruptly end when you are chasing them in phase you can usually assume they are doubling back on you while walking.
If you're having trouble hearing them well enough still you can run Stridor to get a better feel for it.
You also should use good headphones.
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@Kiskashi said:
https://forum.deadbydaylight.com/en/discussion/comment/487848#Comment_487848
Yeah basically this, I don't really have an issue with using judith's tombstone especially if paired with the infinite anyway (which it usually is) plus isn't the tombstone piece the best option if you don't want to deal with decreased speed but want to go on a stabbing spree (given it's very hard/probably not possible to use this to stalk/kill all 4 but lets not bother with that bc that's not the point) (edit: just saw you agreed with this in the OP so feel free to ignore, accept as agreeing with you on that point)
They are super devastating addons, I'm fine with the movement speed on Judith's (I barely even noticed it was a thing if I'm being honest, same with vanity mirror it's not as drastic as you may think, being stuck in tier 1 without doing the meme build is the only true pain - or burger king if you're a masochist)
I'm fine with a trade off. The issue is the trade offs generally aren't worth what you're getting.
For your questions yes the tombstone piece is generally the best one and what people run because the ultra-rare ones downside of decreased speed is too extreme and isn't working against any non potato survivors.
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@letuce said:
https://forum.deadbydaylight.com/en/discussion/comment/489220#Comment_489220
I like to combine that addon with dying light and a green Mori.
Also works as an addon if combined with the separation offering
But knowing where one person spawned is so very helpful, even if it's removed relatively fast, Ill be close enough to put them asleep again, and usually you only wake up fast enough if there are teammates, which makes for more target.
If it was uncommon, I'd have one in every game.
"If it was uncommon, I'd have one in every game."
Which wouldn't be an issue since it's so weak.
After you play the game enough you have survivors spawns basically memorized so telling you where he's at for a little while before reaching him isn't worth much. Also, even if you did use a separation offering he'll just wake up from a gen. Are you playing Freddy with this addon at rank 1? This meme situational stuff can work at low ranks but not at high ranks.
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@letuce said:
As a Freddy main, black box is fine, in fact I wish it would appear more on the bloodweb, so I wouldn't complain it became less rare.
I would say it was fine if it was of uncommon quality, but not even close to worthy of an ultra rare. As a survivor I can literally wake up at the start of the game before he can even reach me in a straight line...ultra-rare wasted that easy.
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Why?
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Yeah that was a start but I'd like some actual hook changes lol.
Kind of curious why they chose such random things for the charms as well. Like a flower pot? Why?
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"I know some players who have 100+ ultra rare add-ons on killers because they just don’t use them."
Well if it's because they just don't use them then bringing it up as a counter point is quite pointless eh?
"I personally piled A LOT of bloodpoints into Spirit and I have about 40 Fathers Glasses and 50 Prayer Beads."
I mean you said it yourself, you have a lot because YOU PUT a lot into them. That wouldn't imply they are common then.
"Ultra Rare and Very Rare add-ons aren’t incredibly rare to come across."
I'd say rare enough to be "on the verge of almost OP"
"The other day I wanted to test how easy a round would be. I am prestiging Huntress so I used Iridescent Head/Infantry Belt with an Ebony. Needless to say there was five gens and four survivors moried and I’m not that great at Huntress either."
That's hardly a fair comparison, also very map dependent. What if you got Lery's and every survivor brings an insta heal or BNP? Not something I would use.
"Hag’s Mint Rag/Rusty Shackles combo is also on the verge on being OP but I still think that is more balanced than Huntress. At least that combo is kinda fun. Huntresses’ combo is basically spoon-feeding a victory."
That's once again running an ultra-rare AND a very-rare to pull off a decently strong combo. I wouldn't even call that one close to OP. Remember that even with wasting BOTH those addons you still have to land those hatchets with just 3 which against good survivors can be difficult. How often do you seriously see a Huntress running all that anyway? Once a month?
I'm not saying they aren't very strong. I'm just saying for their rarity they should be.
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It's not supposed to be better, that's the whole point.
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"but I'd still like to point out that most of the time you have no way of knowing how competitive or casual opponents you're facing, especially as survivor."
That's why this post is about killer addons, not survivor addons.
As killer you can tell quite often what you are getting into.
"But anyway, I'm sorry if I went a little off topic with that."
It's fine. Like I said I agree with you and have advocated for the exact changes you are speaking of.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/488673#Comment_488673
then we agree to disagree then, my storage of 633 ebonies plus while I agree some ultra rares need to be better for certain killers the rarity of them makes me glad they are not you get at least 1 ultra rare every blood web in my experience
I have a large supply like that as well, but that is from millions upon millions upon millions of bloodpoints invested over a very, very long period of time and not any kind of representation of their true rarity in any shape or form, much less for the average DBD casual.
"while I agree some ultra rares need to be better for certain killers"
Which is exactly what this discussion is asking for
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@George_Soros said:
Ok, let me voice my opposition to all this. May be too long, sorry, I'll put a TL;DR at the end. The whole thing about buffing ultra rares is a wrong approach. One of the most annoying thing about killers is that most of them are not viable without decent addons. Not saying they need pink ones every time to get results, but they need good ones for sure. I understand it's partly design, to force us to keep grinding, and playing, but it gets tough once you hit level 50 and most stuff on your Bloodweb is garbage, yet you still have to buy them. One small but positive step was when they increased the base duration of Afterpiece Tonic, and decreased the effect of duration addons, giving Clown a better opportunity to try out other addons.
Second, and more important one: a very common source of frustration for both sides is "tryharding". Some players just want to meme around, farm, go easy on the other, while others enjoy playing as ruthlessly as possible. Both are ok, casual and "tryhard", but the problem is you don't know what kind of opponent you're facing. I don't mind at all if my survivors are packing instaheals or crazy fast genrush builds when I'm playing Clown with Redhead's Pinky or Omega Nurse. But if I'm facing casual survivors, they can get very frustrated if I do all the tunneling, slugging, "killthemallwhateverittakes" stuff. And it's understandable, hell, if they are civilized enough in expressing their complaints, I even feel bad about it.
However, if killers' base powers were to be buffed somewhat, and addons, especially the rarer ones get tempered a little, the game would not present a huge balance issues every once in a while.
Here's the TLDR part: What I'm mostly proposing is not even just power buffs and addon nerfs. That too, but first of all, I'd want to see more gameplay changing addons, ones that don't necessarily make killers stronger, but significantly change their playstyle. A big favourite of mine is Beast addon for Wraith (the one that retains the TR even when cloaked), but Pig has a few interesting ones as well, and so does Hag, and to some extent, Michael (Butcher's hand, Scratched Mirror and Vanity Mirror, and some others). I want addons that force survivors to adjust the playstyle they would normally use against a given killer.
"One of the most annoying thing about killers is that most of them are not viable without decent addons."
I would agree
"However, if killers' base powers were to be buffed somewhat, and addons, especially the rarer ones get tempered a little, the game would not present a huge balance issues every once in a while."
I would agree with this as well
"let me voice my opposition to all this"
I agree with almost everything you've said but what you are referring to has nothing to do with my topic.
I do think we should bake more into killers base kits and weaker their addons, but I am talking about ultra-rares only, not the other ones. These are their ultra-rares, not their every game spending addons that are used to make them function at a basic level. What you are referring to is an entirely different topic and not at opposition with my post at all.
As I said in my original post, these are rarer addons that are saved for extra difficult matches like against SWF.
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@KillermainBTWm8 said:
Ultra rares aren't rare anyways honestly I would just call them uncommons.
I disagree
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Her bloodpoint gains also seem lower than they should be as well.
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@thekiller490490 said:
Hag's mint rag add on needs lower cool down. Waterlogged shoe should also either be buffed to make her 115% (up from 112.5), OR reworked to make crouching survivors trip traps. (Second one may be OP but like you said it's an ultra rare.
Those are both two that I was considering as well. I think I'll add them to the post. Thanks!
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/488255#Comment_488255
And you think using Ebony Moris is fair? Killers who use Ebony Mori just want to bully survivors.
You missed my entire point.
I don't think Ebony Mori's are fair. I think they are fair when you are going against a full SWF on coms rolling with their insta heals and purple flashlights.
I highly disagree that the average killer runs Ebony Mori's just because they want to bully survivors.
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They need to make money. If they made them all purchasable with game time they'd probably have to stop making Chapters purchasable with game time. They are extremely lenient with how much they allow to be purchasable with game time imo.
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@Fab said:
https://forum.deadbydaylight.com/en/discussion/comment/488390#Comment_488390
That works with me. But some could say that it’s too strong for base. Then again, she is an m1 killer without corruption.
Exactly and it's also only momentary pings not constant. They can also block them with lockers. They only way this really gets out of hand it if the entire team is refusing to heal and that's entirely the purpose of the change. It makes it much more dangerous to ignore the fountains but if they really don't like it they can just cleanse.
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Hypothetically what if instead of the other changes we thought of, what if she just got Black Incense baked into her base kit?
So choosing to not use fountains and stay infected/broken would be giving her constant aura pings of them all when they vomit. Just change the passive version to only include auras of survivors vomiting that are in the broken state and not ones that are only infected. I actually really like this idea.
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@TheBean said:
@Blueberry TBH though.. they don't even need to DC in the match.. they can have one of their teammates DC during the loading screen right after the game shows them you are burning a secret offering.
At least you get to keep your offering though. This hasn't caught on too much, but I've gotten this a few times.
Yeah shhhh don't give them more ideas lol
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@Bravo0413 said:
Like 4 other killers need TLC before plague... shes not like legion where the community hates her... shes fine.... LF, freddy, trapper, wraith, doc can use some love as well...
She's about in the same spot as Legion, maybe even worse. They suffer from the same issue.
I agree the rest of those need love too though.
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@UkilledLegion said:
@Blueberry agree.SWF team like to disconnect when they seememento mori)
It's because they don't actually want a fair match, those groups just want to bully a killer.
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I view voice coms with swf as cheating. The equivalent of a killer running speed hacks. The game wasn't intending for survivors to have voice chat between each other.
This is why I save my best addons with a mori for those groups as it's trying to level the playing field as much as possible. Which ends up being funny as the swf group DC's as soon as they see what you're running because they don't think it's a fair game..oh the irony.
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Literally all of these are latency. You are in laggy games, nothing else. You need to throw the pallet sooner.
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I don't think that would really help him at all.
Personally I think the blurred vision from his gas should be more intense than it is.
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@MegMain98 said:
Can’t say I disagree with any of these suggestions.
Only two killers who have extremely OP add-ons are Spirit and Huntress.
Prayers Beads isn’t even ultra rare and it has ZERO downsides while Mother-Daughter Ring takes away scratch marks which I don’t think is necessary.
Huntress Iridescent Head DOES have a downside, but you can still equip an Infantry Belt and it is also a very OP add-on. Just not something Huntress needs, she is already strong enough.
All other killers have ultra-rares that strong but not OP.
Plague, Myers, and Pig have ultra-rares that have too many downsides.
"Prayers Beads isn’t even ultra rare and it has ZERO downsides while Mother-Daughter Ring takes away scratch marks which I don’t think is necessary."
Prayer Beads has zero downsides because it's already easily countered by multiple things. Plus the Spirit has to be decently skilled to use it well in the first place. The only change I would see fit is changing it to ultra-rare quality and move her other ultra-rares to very-rare quality. This would make there be less of them.
Mother-Daughter Ring is actually one I was sitting here contemplating adding to the list a lot and I still might. I personally agree with you that it shouldn't have its downside. I just simply hesitated because I know there is a large player base that would disagree.
"Huntress Iridescent Head DOES have a downside, but you can still equip an Infantry Belt and it is also a very OP add-on. Just not something Huntress needs, she is already strong enough."
The thing is similar to Spirit, the Huntress in these cases only has three hatchets so she already has to be decently skilled to make use of it. It is also wasting another very-rare every time she uses it just to make it function. It seemed alright to me. I only see a Huntress run these once every few weeks if even that.
"All other killers have ultra-rares that strong but not OP."
I kind of view ultra-rares as they should be on the verge of almost OP because of how rare they are. They are the addons you save for when you know you are going against a really strong SWF and you are trying to give yourself an equal playing field as much as you can for one example.
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@[Deleted User] said:
I think it’s good that they offer a considered risk/reward system, usually having to adjust strategy/playstyle.
I think it’s very healthy for the game for their strengths at the expense of some drawbacks.
I would as well except that the drawbacks are generally way too hard. Not to mention they are already rare in the first place, so what's wrong with them being so strong if you only get a small number of them?
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No.
I like that survivors are just skins and we get to play the one we connect more with. I'd rather not be forced to play one just because they're "better".
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/487452#Comment_487452
How can you say it wasn't a change to his playstyle?
It's the difference of waiting for a whole meter to charge before using frenzy and also learning to conserve your frenzy (the bar) to initiate at the right time. Those are subtle yet important impacts when playing Legion, especially making the difference of how often you can use your power.
Also, the recent change, gives reworked add-ons (KI, and Pins) that give subtle nuances to how you use FF when hitting them. Giving enhanced Tracking and detection while also adding to survivors time wasted.
I'm sorry to ask, but have you played Legion extensively? Because those changes do have an impact on playstyle.
"It's the difference of waiting for a whole meter to charge before using frenzy and also learning to conserve your frenzy (the bar) to initiate at the right time."
Having to wait a little longer to use his power did not change his play style.
"Also, the recent change, gives reworked add-ons (KI, and Pins) that give subtle nuances to how you use FF when hitting them."
Those effects for a second FF hit on survivors already afflicted by Deep Wounds are trash. This was already acknowledged even by the devs and they are looking at making them just apply on the first hit. You shouldn't be using them in the first place with how they are right now.
"I'm sorry to ask, but have you played Legion extensively? Because those changes do have an impact on playstyle."
I never said they didn't have an impact on his playstyle. My issue is that you vastly exaggerate with your choice of words in regards to his changes to a point that wasn't that accurate. I have played him extensively. Have you been playing him at rank 1?
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/487441#Comment_487441
I'll list the occasions of the changes.
Once upon the First Iteration of the PTB.
Once again, after the PTB just a month or two later(this one involved using frenzy regardless whether the bar is full or not.
And again just a month or so after that change. Where we now have this current legion.
Each time he was changed his mechanics and playstyles we're altered.
I also said 3-4 times within a span of 5-6 months.
I don't know of any other killer to continually be looked into for a prolonged period within a small amount of time. Especially where their playstyles we're significantly shifted each time.
Can you name one aside from Legion?
"Once again, after the PTB just a month or two later(this one involved using frenzy regardless whether the bar is full or not."
This was not a change to his play style.
His only "real" change was that now he just stabs each person 1 time and he has full move speed.
That basically encapsulated the extent of his changes worth noting. Not dynamic or unique, much less extensive.
His changes were on par with Freddy's. Even Myers changes were probably more extensive than Legions.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/487426#Comment_487426
"Dynamic"= Change
Unique = The only killer in such little time to drastically be changed in such a way that heavily affects game play.
I thought it was obvious.
I think you are highly overexagerrating the length of his changes and the time that those changes took to come through in comparison to other killers.
He wouldn't even make my top 5 list of "dynamic or unique" killers.
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You said, "Why Legion is the most dynamic and unique killer so far" and then went on to list zero reasons.
The title of your discussion has nothing to do with what you wrote.
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This isn't lag switching at all.
You can see the constant lag from beginning to end. It's just bad lag.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/487248#Comment_487248
It'd also make it super hard to play against Freddy, since his grass is an easy way to see him coming way before the lullaby. With stuff moving naturally, that advantage would be lost.
Then again, the boy kinda needs as many benefits as he can get.
Well if this change was ever considered there would need to be other changes alongside them. IE it would be harder to detect grass moving from survivors so they may need to increase survivor breathing sounds slightly to compensate for just one example.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/487357#Comment_487357
Wait, how would the know if a sacrifice shouldn't be counted because of your reasons above? Like, how would the game detect that?
I don't believe there is a way to properly account for some of those things.
My point isn't how they would do it, but to recognize how extremely flawed the statistics are to show them that they shouldn't be putting so much weight on those statistics when deciding if certain killers need buffs or not.
Like how they say they are keeping an eye on a killer but they think the killer looks fine so far because they are showing around a 2 kill ratio from their stats. That's what I mean.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/487188#Comment_487188
I know! 37-0 *knock on wood* Tbh I am actually shocked (but pleased.) I hope the devs fix her.
Give the people what we want!
Hopefully they will at least post in here that this issue is being brought to the devs attention.
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She needs her crouch and ambush improved, not necessarily her TR imo
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/487258#Comment_487258
Yes, they still have to pause if the survivor is in a chase, is hooked, or is dying. The add-on just activates the trap without the requirement of a generator.
https://forum.deadbydaylight.com/en/discussion/comment/487241#Comment_487241
Sorry for the wall of text... 🤧
I'd also remove the penalty of less traps from Amanda's Letter as well though.
Oh yeah, Amanda's Letter doesn't have that penalty anymore! If it didn't, I would had specifically said so.
She needs her addons affecting the boxes reworked as well like Interlocking Razor and Razor Wires. They are worthless.
Instead of increasing the skill check trigger chance, they should decrease the skill checks' success zone. However, not by much since they can be stacked and cause Jigsaw boxes to become near impossible to search, that's without Unnerving Presence.
Workshop Grease:
https://us.v-cdn.net/6030815/uploads/916/0SWZOPW0OEKF.png
Slightly (-10%) decreases the success zones for Jigsaw searches.
Stacks
Razor Wires:
https://us.v-cdn.net/6030815/uploads/159/K5BZXAC7LPSP.png
Moderately (-20%) decreases the success zones for Jigsaw searches.
Stacks
Interlocking Razor:
https://us.v-cdn.net/6030815/uploads/785/39Y4WO4FLFRP.png
Survivors searching Jigsaw boxes are moderately (+75%) more audible than normal.
She needs the roar from her ambush put at the end instead of the beginning. Her crouch view point also needs to be raised.
Agreed, I'll update OP.
The devs are hesitant to buff her because they already think her kill statistics look good but those those statistics are heavily flawed but a multitude of factors that they don't account for to the point of them being near meaningless in terms of determining balance.
Yeah, you're right.
I think the kill statistics come from lower ranked survivors because they don't know about how the trap works. They end up killing themselves from the exit gates or from not getting it off fast enough.
Those addon changes still might not be enough. Maybe make them reverse the skill check direction as well as the smaller size.
"I think the kill statistics come from lower ranked survivors because they don't know about how the trap works. They end up killing themselves from the exit gates or from not getting it off fast enough."
Well that is true, but not exactly what I'm referring to.
Even when they show statistics specifically at rank 1 only it is flawed as well. It's including DC's towards there kills. It's including NOED kills towards the count (I mention this because NOED isn't any determination of how balanced the killers are which is what we're using this for, it's just a cheese end game perk that steals you some end game kills because the survivors were lazy). It is also including kills after the gates are open ( I mention this because there is a vast amount of kills that come from survivors just trolling around after the gates are open that end up dying or they bum rush because they want to just save that 1 guy that's hooked).
So you see some of these things we shouldn't be including are specifically because they aren't a means of showing balance.
If 3 survivors are at the open gate with 1 hooked in the basement being camped and they all end up dying because they bumrushed too try and save that guy, does that mean that killer is OP because he 4 killed the entire team? No, he was balanced enough to only kill 1 which would mean he's weak. The other 3 was just them being stupid. You see what I mean?
Now keep in mind this logic is only sound if you are assuming at least rank 1 so you limit the amount of "they were just stupid" from the equation so that most of the results are from both sides playing at their most potential.
It's important to separate kills from BALANCE and kills from STUPIDITY(or non skilled factors) because we are using this data for a BALANCE determination.
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This sounds neat, but how is it good? It just seems worse than a lot of other perks and I couldn't see a reason anyone would use it.
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@Peanits said:
It would be pretty interesting, although it would definitely take a toll on performance, especially on vegetation-heavy maps like Rotten Fields. Animating something that isn't normally animated would always have an effect on framerates.
Ah alright that's what I was wondering. It's unfortunate having framerate limit the programmers creativity on what it will allow them to do. I bet they find that frustrating when there's so many things they'd like to add lol
I appreciate you taking the time to respond though, thank you!
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/487079#Comment_487079
Hm, what if you lost haste from PWYF over time? It's okay, if you don't like the idea, but I don't like the hook idea either because then PWYF will be STBFL where you have to ignore the Obsession.
No I actually do like your idea. We'd need to test it in the PTB.
I'd like to think of something better for NOED as well since people still don't seem to like the idea I listed but I'm not sure what else to do with it. Ideas?
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@Pennosuke said:
If the first seached jigsaw box will not contain a key,that's mean you gonna change the RTB mechanic into the luck-base system?
Becuase from the "MID CHAPTER (2.7.0) - Q&A" live,dev already confirmed that removing RTB is not on the luck-base mechanic.
Each RBT already have its key to unlock them and each key has been already put into the jigsaw box randomly before the game start.When survivor searching the jigsaw box,the game system will just only check that "Is the key in the box match with the survivor's RTB?".
It's not RNG in the sense OP is referencing, however it is an unfortunate outcome when the survivor happens to pick the first box correctly which is what they are trying to say.
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I like it all.
I'd also remove the penalty of less traps from Amanda's Letter as well though.
She needs her addons affecting the boxes reworked as well like Interlocking Razor and Razor Wires. They are worthless.
Her Face Mask that gives Blindness with a trap also needs to affect her boxes.
As a final note, while I do like all these changes, to me they aren't the biggest thing that's keeping her from rank 1 viability, it's her ambush and crouch. Not saying we shouldn't do them though as I do think she needs them. She needs the roar from her ambush put at the end instead of the beginning. Her crouch view point also needs to be raised.
If she received all these things I think she would be rank 1 viable. The devs are hesitant to buff her because they already think her kill statistics look good but those those statistics are heavily flawed but a multitude of factors that they don't account for to the point of them being near meaningless in terms of determining balance.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/487195#Comment_487195
I can only imagine the things being broken from something like this as most things break during any patch/update.
I don't even know if the sound of wind would happen due to the audio being so busted at the moment.
Well our messed up sounds is an entirely other issue in itself that I agree does need fixing as well.
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@FireHazard said:
With how bad the FPS is on console (I hear it got better but) I can imagine the toll they'll take from this.
I never even thought of them adding something like this.
Well I was understanding it from the perspective that all those visuals in the air causing a huge FPS drop is why they don't add extreme weather. However this idea wouldn't have any of those visuals all in the air so I figured it wouldn't cause much if any real FPS issues like heavy weather would. The wind wouldn't be seen, only the affects of it on the vegetation and the sound it would make.
I'm big on feeling immersed in my games and the maps don't currently feel alive.
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@Justicar said:
https://forum.deadbydaylight.com/en/discussion/comment/487087#Comment_487087
I'm likely in the minority, but I don't want to see any new killers or survivors at all until we've had some balance and bugfixing patches. The game is in a really rough state currently.
While I would like this as well, in reality they need to keep pumping them out for the revenue stream. It would be nice though I agree.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/487165#Comment_487165
@Blueberry Is a straw poll link even allowed since its an outside link to a different website?
@Peanits I @ you cause I never see straw poll links in posts so I have zero clue if its allowed.
I just assumed it was allowed as I have seen multiple of them posted in the past. Hopefully Peanits will clarify for us.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/487154#Comment_487154
60? Interesting, and yeah its rare to get the same Survivors twice even thrice in a row.
But it can happen.
Since that was as a killer, a lot of it has to do with how good the killer is. If they go down fast, they DC fast. Note that I also don't camp or tunnel generally. 95% of these are DC'ing as soon as they go down for the first time and even before I can hook them once.
It would also probably help your survey if you added a straw poll link from a website for people to click their numbers. A lot easier than making you do it manually. Plus you'll get more responses when people don't have to actually post.
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Out of 30 matches I average probably close to 60 DC's.
Can't really say it's the same people because that first assumes you are even getting the same people in your games which isn't quite the case.
This would be when playing killer, as survivor it's probably closer to 45.