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  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767636#Comment_2767636

    Because hyperbole is a bigger problem, it slaps a disingenuous face on real issues and makes it difficult to problem solve or discuss rationally.

    I've watched a few streamers, I've never seen one get 6 cheaters in a day. But I would accept that video too and would gladly eat crow if you have an example.

    I dont exactly have a vod in my back pocket but people have gone against cheater squads of 3 or 4 then face more later on. Especially now that there has been a list of streamers thats been revealed for cheaters to stream snipe.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/306520/i-faced-multiple-cheaters-today

    Do you have video proof? That's a big claim.

    I'm not disputing that there's a cheating problem, but usually it comes without evidence when the claim is this large.

    I mean streamers have proof that they go against 6 cheater idk why you would need it from someone that claims to gone against 6 cheaters when you already know the cheating problem is so large.

  • Nice thoughts by camping and tunneling =/= toxic in their base meaning.

  • I mean I personally think the hatchet hitboxes are fine. they could be slimmed down a little but overall most issues people have is from the abnormal de-sync people have from the servers despite having less than 50 ping.

    Like out of 200 hours on huntress alone before I switched to blight. I can count maybe 2 games where even I would disagree with a hit from how far it was.

  • me who just wants him to hold 60 knives again or revert the knife count addon nerfs

  • its called getting good against blight, listening for spirit, and reading a nurse.

  • @TruEternity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765731#Comment_2765731

    Tunneling is most certainly a thing in this game. Some killers will ignore a free down on a survivor they aren’t chasing, just because that person annoyed them. It happened a lot with old keys, killers would just focus that 1 person and not hit anyone else. It has become a very overused term, much like gen rushing.

    Some people just dislike strategies they don’t use. People in Fighting games get mad if you dp them over and over, even when they keep jumping. A lot of people on DBD dislike playing the most efficient way possible because it’s boring. Having 4 minute games or just sitting on a hook or gen isn’t very much fun.

    Well I never said it wasn't a term. I guess I should re-phrase it to "the way people commonly use it is to cope" cause I did say true tunneling is focusing 1 person out of the game and ignoring the rest.

  • I mean yeah, they proved that almost 3 months ago when they said "all they care about is if you escaped or not"

  • @Shroompy said:

    tf are you on about? If you've actually played any other game you'll realize that DbD isn't NEARLY as much of a toxic fest as other games. Being bitched at and called a camper/tunneler is just generic salt from any multiplayer out there.

    I have thousands of hours and in about 90% of my games I use end game chat, to see what others have to say and I can say with certainty that less than 1% of those have actually threatened me, called me slurs, or wished me or some one in my family some nasty things. Meanwhile you play something like CS:GO, LoL or For Honor and it might as well be a part of its culture.

    In every game you are shamed for using "scummy" strategies that give you an upper edge. From what I remember in my time of CS:GO it was the auto sniper, it was almost an unwritten rule that you don't use the thing and if you did, you basically just started a war. For Honor or League, pick a Legend/Hero that recently just got a huge buff and is basically over tuned and you're gonna hear about it. Haven't kept up with League in a while and haven't played it all too much when I did simply because of the toxicity, For Honor I still play actively and the amount of times I see people called slurs or literally told to off themselves is practically every session.

    I think the actual issue of why people think DbD is toxic is because they haven't been exposed to anything else. Is there some form of toxicity? Absolutely, and that comes in the form of entitlement. But to give DbD the medal of "Most Toxic Gaming Community" is just wrong.

    Toxicity in Dead by Daylight has lost its meaning, its a word that is over used and thrown literally every where.

    Out of my list... GTA, DBD, and (2008-2014)COD are my contenders for top 1 most toxic community.

  • @Steel_Eyed said:

    Every community seems to think their community is the most toxic. Just visit another reddit channel or forum. Rainbow six was one I found interesting recently. Or look at how the Battlefield community talks about their developers.

    Like just as another example some of y’all don’t even know what game(s) teabagging came from but ‘this one’ is the offensive one.

    Well this community does seem to have some of the weirdest and plain stupid takes and or balance decisions. Also, about teabagging.... it was generally popularized in Halo but was a thing before from a 1998 movie.

  • I mean yeah. I always wondered why in people's minds, tunnel/camp = ######### killer so they get harassed for it in end game whether it be the endgame chat box on pc, messages from xbox or playstation players or however epic games/microsoft players get it.

    Like IMO tunnel is just a made-up term for people to cope and put blame on the other player. Since tunneling literally is a synonym of the phrase "Tunnel Vision". True tunneling would be literally focusing someone out of the game and ignoring everyone else unless they are an obstacle in the way of you getting to them. Let's say you get into a team fight in something like overwatch or league. Would you not go for the weaker person that's in an easy to reach place to make the fight easier for your side of the team? Of course not because you're doing what you need to win.

  • Well I'm more talking about the distance part of dh but yeah I guess you could say that.

  • @Jukenobi said:

    People don't like perks that reward poor performance . IE Dead Hard and NOED. Both easily countered/dealt with by smart survivors/killers.

    Well noed yes... dh 90% of scenarios no

  • @dictep said:

    If devs want to remove the distance part of the perk I can help them.. remove the perk. Everybody will use sb instead

    Honestly wouldnt mind that instead. Survivors would actually have to do some setup to use it mid chase.

  • ???? Literally its facts that the distance thats the most op part of the perk. Because dh at its intended use is terrible because gimmicks are never supposed to be good. But having distance on command is the most op thing you can have in chase.

  • @Munqaxus said:

    I think people are intentionally forgetting the 14 second blessing time of a totem and the amount of time to either find a totem or move to a totems area of effect (Which is probably around ~8ish Seconds with small game, much higher without small game).

    New CoH - 1st Heal

    1. 8 Seconds to find a totem
    2. 22 Seconds = (8) + 14 blessing time of totem
    3. 40 Seconds = (22) + 18 healing time

    New CoH - 2nd Heal

    1. 48 Seconds = (40) + 8 Seconds to Find Totem
    2. 66 Seconds = (48) + 18 Seconds Healing Time
    3. 33 Seconds = 66 / 2 Heals

    New CoH - 3nd Heal (Break even point with Self Care)

    1. 74 Seconds = (66) + 8 Seconds to Find totem
    2. 92 Seconds = (74) + 18 Seconds Healing Time
    3. 31 Seconds = 92 / 3 Heals

    As you can see. CoH isn't that great, unless you get at least 3 heals off of it before the killer breaks it. Otherwise Self-Care outperforms it.

    Well that doesn't really matter much when time is much less valuable on the survivors side since you know... there's 4 survivors vs 1 killer.

  • Just saw a gideons game earlier with a totem being legit a step away from the hook lol

  • @Fantasy said:

    I think the i-frames will be removed, probably the easiest solution and makes the most sense.

    Literally the distance part of it is what's busted about the perk.

  • So I did the math according to the charge point system which they use for healing and repairing gens.....

    Needless to say, all the nerf did was make you heal 1.15 seconds more compared to pre-nerfed CoH....

  • Wake me up when he's worth not making fun of.

  • @JacksonWise said:

    I get it. You all don't want to allocate a ton of resources to make bots playable against 26+ killers. That is perfectly reasonable. Just let Killers load into a custom match with no survivors so they can practice blinks, chainsaw curves, hatchet throws, etc. without having to struggle through a bunch of ego-destroying matches. I cannot think of a reason why this would be difficult to implement.

    Yeah, it's not that hard to implement. Through mean idk if I'm allowed to say on the forums, they already have solo kyf matches and that's made from the community.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762487#Comment_2762487

    Why nerf noed when we can just nerf all the killer addons and make random killer nerfs with no compensation.

    Exactly. Speaking of nerfs I think pig's nerf timer is ringing.

  • Nerf noed this, nerf noed that, how bout we get an actual balance team and not the budget one BHVR has.

  • Easier said than done. Best BHVR can do is a ping system as not to make the gap between solo q and swf even bigger

  • Tbh that plague took major advantage of your guys' bad positioning. In that situation you would want to hide behind the wall forcing the plague to walk out from the door way far enough so one or two of you can get out. I also assume if she managed to get that close she had tinkerer or some form of undetectable.

  • Tbh I really doubt that the kill rate on cowshed being 50%. It feels more down like 30-35%.

  • Thats literally not a fair argument. Because people will still tunnel past bt. Well actually depends.... cause actual tunneling is focusing on ONE person to get them out of them game, the "going after any unhooked person" feels like a cope mechanism for people.

  • I'd rather not have something as powerful as BT basekit

  • @Peanits said:

    Heyo, opening this up for feedback and adding some context: The reason why we end up with a lot of "Soon" answers is because we take the most upvoted questions. In the past, we've cut questions that we aren't able to definitively answer, but we received a lot of complaints about skipping and dodging questions. Of course, like you've mentioned, some things either aren't planned or aren't slated to be released any time soon.

    Our POV is that even if we aren't able to give the most satisfying answer, it's better to acknowledge the things people want us to talk about most than stay silent on them.

    Genuinely, if you (or anyone else) have any suggestions for how this could be done better, please let us know. I'd be happy to change the way we do things for next time, but it's a tricky situation since there's a balance between taking the questions people want to know the answers to and picking the questions we're able to answer to.

    Well unless I missed it in some twitter post I haven't heard or seen anything about the ddos issue and was hoping that it would be in the Q&A.

  • The thing im more pissed off about is how they tried to sell the fact that sbmm is truly skill based. Like sure those 2 survivors that pre drop every pallet and run into you at every loop and do nothing but gen jockey while the 2 skilled players actually keep the killer busy so they escape means they obviously gained skill.

  • Its because they dont want to seem like they "cherry pick questions" when it still seems like they do that despite saying "they used the most upvoted questions"

  • @Junylar said:

    One more useless perk for survivors, hooray! Back to DH/DS/UB/BT meta, folks

    hmmm yes putting an 8 second heal to 10 second = useless

  • People hate it because of the "reward bad gameplay" argument when they ignore how op survivors can be to the point where no matter how you play, well or not will result in all the gens getting completed.

  • If they do end up reworking it after haddonfield i hope they make bushes have a smaller collision box because the amount of times hatchets have hit air on them is stupid.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758771#Comment_2758771

    I never understand the assumption the devs are survivor sided. They’ve nerfed plenty of things that benefit survivors.

    Because most things they nerf really dont get affected all that much. What boons got a change to be -4 meters to their radius and ds finally getting nerfed after years? Wheres the dh nerf if they pay attention to most used perks....

  • @TWiXT said:

    People on these forums and Reddit are often seen complaining that killer mains are giving up and dropping out, which is increasing queue times, apparently ever since SBMM was released, and even more after the Hour of the Witch (boons) Update.

    Personally, I don't really think that's the case, because honestly I believe the reason for longer queues has more to due with how the SBMM system is matching up players, and not for lack of players. Still, this game has been bleeding players on the steam charts since August, totaling about 18,000+ dropping off between August and the end of December last year, and lowering the average players online from 51k to around 40kpe day for just this last month.

    What I would be interested in seeing more than anything, is if the complaints that killers are dropping out is substantiated or not. Anyone else want to see a statistic sheet that shows the Avg Killer vs. Avg Survivor population vs. Overall player avg ever since SBMM was released? It would also be nice to see how many players switched roles over that same period of time as well, but that might be asking too much.

    I'm betting the statistic will show that, No, killers aren't dropping out anymore than survivors, and that it's only the general population of players that are lowering due to either the seasonal average or if any recent updates have had a negative impact on the game experience overall.

    Hopefully the devs already have a few statistic sheets like that, are already working on solutions to stop this bleed asap, and get the games population health back up to where it was.

    Either way, It's a statistic I'd love to see to put an end to all of these complaints once and for all. Even more than that, the devs giving us that statistic through their transparency of the issue, would also reassure us, the players, that the devs know where the problems lie and are working hard to fix it.

    Would Anyone else be interested in this?

    Idk losing 10k players on steam alone seems evidence enough on how queue times are being affected.

  • Thrilling tremors buff it to be block gens for 20-24 seconds.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757549#Comment_2757549

    Is it weird that I actually want garbage bag head nemesis in the game? DBD has a shocking lack of burlap-sack headed killers.

    well tbf you did say skins and having a skin just for the garbage bag is quite weird

  • I find it weird that you use the first image as it is literally nemesis but with the garbage bag covering his head and not just his body.

  • Only use auric cells on licensed killers imo. Since you can just get non licensed ones for free.

  • Depends on how much mmr decays per day but if its like any other games.... It 100% wouldn't decay fast enough to go from coordinated 4 mans constantly to brand new players within a week.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755408#Comment_2755408

    If the player base was 100 people probably. But there’s a lot of player, it should affect wait times. And I don’t want these kind of people don’t find matches, I only don’t want to play with them

    Well you're lucky to get matches in general with the declining killer playerbase.

  • Man played against really good killers and now I blocked them! Time to play against killers that are constantly worse than me.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753495#Comment_2753495

    honestly, this. bad survivors use it to cover mistakes, but good survivors use it to enter situations knowing that they can make it out. they didnt make a mistake by greeding that loop, they knew for a fact they could make it and planned their entire route around it.

    Tbh when I see well known survivor mains ask "will I make it with dh" or in a tone like they aren't sure they're gonna make it doesn't sound calculated to me. They more gambled and still came out on top because distance + I frames on demand is a fun mechanic.

  • @solidhex said:

    nah it's overpowered and boosts many mediocre Blights. On a good Blight it's almost braindead, not every Blight rush hit is like super skillful or hard to get. And a good Blight doesn't have that much counterplay actually. I've played against some in kyf's and his synergy with some perks and playstyles is just dumb. Don't get me wrong i'm fine with facing Blights as long as it is not every second match, but the counterplay is not as easy as "just leave loop lol".

    You're right... you actually have to learn how the blight plays and adjust your playstyle accordingly. You can't loop a blight like every other 115 no mobility killers. You actually have to account for when his power comes back and what he can bump off around the tile and stay either far away from it or be ready to pluto tech it.

  • I would like to play spirit.... if the sound system actually worked or I could take the route of "the best spirit main" and use an equalizer to literally deafen every other sound other than survivor footsteps and breathing/grunts.

  • Yeah that's what is called pallet validation. Its supposed to work off the person with better delay to the server but no matter how many times i get those hitsounds while i have 40-50 ping compared to a 120 ping survivor they always seem to never get injured despite me having the better connection to the server and hearing them scream, hitsound, but stun and no damage state.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752196#Comment_2752196

    Wut.

    Short list of survivor nerfs since launch: maps have been heavily nerfed (entity blocker added, double pallets removed, infinites removed, etc), bloodlust added, instaheals nerfed, hatch/keys changed, exhaustion changed, DS nerfed, Mettle Of Man nerfed, Prove Thyself nerfed, toolboxes nerfed, Self-Care nerfed, great skill checks nerfed, medium vaults added (used to be all fast vaults), Balanced Landing nerfed.

    I could go on. Point being, outside of CoH, killer has never been easier than it is now. If killers are genuinely struggling to win games right now, it's on them.

    Well tbf they HAD to do that or else they wouldnt have a killer playerbase at all soooo.... Imagine dbd if all those things still existed today, little to no surprise it would probably be dead like how HSHS just disappeared off the face of the earth other than in some Asian country.

  • I don't get why you want this... the killer is literally gonna sit in front of the final hook anyway and down you as soon as you kobe. Then even more time is wasted as the killer decides to wait out ds (whether you have it or not) or pick you up even during the egc to waste more time. Overall its fine not being able to kobe on the first hook death hook and doesn't need to be a thing.

  • Well when they first did introduce the current movement the survivors used to have a pivot they would do if they did too fast of a turn. But most survivors didn't like it because "We CAn't sPIn tHE KIlLeR ANymOrE!!" so I imagine they kept that out because god forsake us to do some negative survivor changes.

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