Bwsted
Bwsted
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- Bwsted
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I've gone against that hack. It's bannable, but you need video proof, also because it must be discerned from instances of simply poor connection.
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If it's Pinhead I can't imaigine him being anything than a flavor of a ranged power with his chains and having cosmetically different PH cages.
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I wish him the best, but I'm not sure I rate him much higher than the rest of the team.
I kinda lost a little bit of appreciation for him for the communication disaster in the whole J-flick-gate.
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Ranks actually matter a little bit, but they're generally disregarded because it's a loose correlation.
@GrimoireWeiss said:
Because ranks in this game only reflect how much you play this game, not how good you are. I mostly play killer and I always get to rank 1 one or two days after reset, but I'd never consider myself on the level of people like Otz or Dowsey just because I'm the same rank as them.
Well, time played, of which ranks are a proxy, is again loosely correlated with skills.
There's no doubt that on average someone who plays more than someone else is going to be more proficient at the game. Of course, there will be outliers, but the keywords here are 'on average'.
By productivity alone, I usually can tell very quickly if I'm going against red rank survivors, or if the lobby is purple of worse.
The difference in looping might be negligeable in many cases. However, nobody stays in red ranks consistently by hiding in lockers the whole trial.
It might not look like a big divider on the surface, but it's going to carry a lot of weight when people are productive instead if being scarredy cats.
So, I don't agree with the notion that ranks are completely disjointed from skills. Even though I recognize the rank system has enormous pitfalls when it comes to that.
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@BingBongMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2424936#Comment_2424936
What would the drawbacks be?
Wouldn't it make it at least a little easier to balance things if there were an established win condition?
The long story short is that there's a difference between kills and hooks. Getting a 2k where both survivors where one-hooked vs two or three hooked draw the pictures of very different trials. And the first one was probably not a great model if you want to encourage interactive gameplay.
If you know how to do it, you can already get an essentially guaranteed 2k at the very least and in 99% of you trials unless you're going against literal depip squads. It's not gonna look pretty, but the system is gameable and experience shows that players would 100% game it if that became part of the official victory definition. It's one thing to use 2e2k as a proxy for balance. It's a different beast altogether when you tell players that's how their performance is evaluated.
Also, even if you asked specifically about killer win conditions, everything we do for killers does impact survivors and vice versa. And that leaves us with the ambiguity of survivor victory. Do they win individually? As a team? Yet, they're not technically a team ("survive with others, or not"). So, what would a simple kill count condition for killers works for survivors? Does it apply to them as well? Are survivors now officially a team? Should we give them the tools to work as a team them? Etc.
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We almost have it. They just need to call it officially a win condition. They seem reluctant to do so because it's a conditions with some drawbacks.
The goal game balance is 2k2e. The balance point is by definition the draw/tie conditions.
More kills than that are a win. Fewer are a loss.
Pips are irrelevant. The devs literally said that they think rank is currently more of a measure of time played and in the future it will replaces by mmr and just be used as a reward system.
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A win is a win and a loss is a loss, even in dbd where everyone makes their own win conditions.
Best I can do is to count a game as satisfying if I had good chases, regardless of the end result. It's not my win condition, but I'll take that any day over a victory if it was a boring match.
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It's an intended mechanic. So, by itself it's legal.
It 'could' be considered unsporstmanlike if you just walked up to the killer to get downed and suicided. But it would have to happen over multiple trials and elicit as many reports.
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Many of those dc's are likely simple crashes.
The map is terribly optimized and consoles often crash on loading, or just freeze every 2 sec during gameplay. It should've been kept out of rotation still, but that would've caused another PR nightmare.
I won't frown upon dc'ing if motivated by severe technical issues that are bhvr's fault and that make the game objectively unplayable.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2421907#Comment_2421907
The issue is that I don't think anyone is good enough to deal with them.
For context, I've lost 30 matches this year. 19 of those were today. I should hope that out of the thousands of matches I've played in 2021, that at least a few of those teams were good. And if they were, I hope that means I am also good.
But this is just demoralizing. They are going to have huge queues and I'm going to keep getting hard capped at this level where I get routinely stomped and taunted.
And no, Blight really isn't fun. I don't want to play Spirit, but I think I'm going to have to.
Before this test you lost 11 matches out of thousands, in your words.
I see that as a massive ######### problem as well.
Those thousands of survivors probably wanted to have a chance as well.
You now have to learn to go against better competition on a regular basis.
You can't judge your chances based on 20 games, when you had thousands were you just sailed through and that were evidently mismatched as well.
Your mmr will have to adjust at some point, if it works correctly and you'll be matched against adequate competition.
Adequate as in you don't get stomped on the regular, but also that you don't 4k thousands of times while eating your dinner.
If you feel bad now, it's understandable. But it also has an explanation. You're not used to lose in this game. That is going to change for everybody.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2421976#Comment_2421976
I just want to have a chance.
If I felt like, "Okay, I played ######### and I see where I need to improve." That'd be one thing.
But it isn't like that. I feel like I'm playing at the BEST of my ability and getting outclassed by the game itself.
Also, as a sidenote, I played Billy for the first time ever and it was a step down from that. I'm pretty sure it uses your current Rank as a baseline.
Mmr is individual to each killer. Iirc, for this test they've been calculating ratings for weeks in advance, as opposed to the previous test were they just started from scratch.
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It's definitely not a latency issue. If it was, the stun would have happened even with a delay.
This looks like a revival of the old bug/exploit where some killers could avoid a stun by initiating their power as they were going through the dropping pallet.
It definitely needs being looked at.
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Stuck and Stucker.
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Status effects are already a bloated and cluttered mechanic with some stuff that barely does anything. I don't think we need more spam.
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Going by speculation out of my #########, knowing bhvr's propensity to rely on stats and using lazy fixes, I suppose the map has a high kill rate. Simply opening walls/windows to re-create a strong loop that the killer can remove via breaking walls was their idea of quick fix.
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Description-wise you're right. The timer should pause when in Deep Wound and resume after mending, imo.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2417359#Comment_2417359
Why is Brutal good on pig? jw.
It's a combat build. It's meant to be chase perks that compliment her dash used primarily as an anti-loop. I didn't crouch much otherwise. If they start pre-dropping, Brutal mitigates the issue.
If you want to emphasize stealth, then take Monitor with Whispers and crouch when the perk lights up.
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Not a main anymore, but Corrupt, BBQ, STBFL and Brutal.
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Weirdest part for me she was not humming her Lullaby.
Holy #########. Even in dbd dreams sounds are broken. Your subconscious was keeping the experience 100% true.
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The devs already acknowledged it as a bug.
You could hear footsteps. It was especially notable on Swamp or Red Forest. As long as sounds decided to work.
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For the bP eCoNoMy.
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I hope they at least fix Kate's teeth.
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I don't think anybody said it's bad, in the sense of low tier.
And half of the perk effect does not work.
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Jill's injured sounds.
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Looking up does counter it, I did it many times.
You either reacted too late, or you got robbed by latency, because dbd is perfect.
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They said it since the first rift that cosmetics could end up in the regular store.
Nobody forces you to do the rift or buy the cosmetics, if you don't like the idea of them not being exclusive.
This is literally a nonissue.
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I don't understand why they don't copy paste Billy's collision code and call it a day. It seems to me like a quick fix. But there must be something I'm not aware of.
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@TheMadCat said:
Unhooks didn't work for me, but generators did.
Same.
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Too much humidity. I doubt a fire could propagate or last.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2411174#Comment_2411174
Mostly killer would leave the chase if there is Hex noti from Thrill of Hunt. The only way to counter this is having 2 survivors start on Hex at the same time, but not possible in solo.
Beside, if you leave Gen for Hex when seeing someone injured, the risk is really high. Suppose that you have to run for 10-20sec for Hex +16sec to destroy it. It will be ~30sec. Yes, 30sec leaving Gen with Ruin on, and you're not so sure that injured guy can hold for 30sec (as if Spirit not leaving chase and coming for you).
I never suggested to do anyrhing of what you said in the second paragraph.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/2410065#Comment_2410065
when you are certain killers and when you are looking for someone and when a survivor is healthy you can here them breathing as they run in a jungle gym and what not. Iron will Completely takes that way. You may not be able to hear it But I can certainly hear the breathing from a Healthy survivor in chase.
As I said, that is possible, but not on all characters. Some have distinctively loud breathing that can be heard, mainly because they also vocalize a little. But most others are too faint and drowned in the chase music, especially with sounc occlusion on top of that.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2411047#Comment_2411047
They added a new bug?
Only one?
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@Kritz said:
https://forum.deadbydaylight.com/en/discussion/comment/2411174#Comment_2411174
the spirit didnt have ruin so i thought i could just do gens fast and i did 3 but my teammates were swarming hooks and in the end devour hope destroyed us all
I see. But the substance is the same. You can't leave Devour up either. You did your best. You can't control your teammates' mistakes.
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If you see someone getting injured, that's the best time to cleanse a totem and to risk a Haunted proc.
If you see two hexes, it's a good idea to try to get a teammate on one as you go asap on the other one. If Undying is in play, you'll either get rid of that and of a non-Haunted hex, or at worst you'll minimize Haunted timer by getting a double proc in quick succession instead of two full one-minute runs.
In general, if it's an aggressive killer like Spirit, you can't afford leaving Ruin up. So, you need to take the risk of Haunted. Rng is part of dbd and sometimes there's little that can be done about it.
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Whispers. Unless you're Nurse on an indoor map.
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Because he's an outdated killer that doesn't pose balance problems and who's not in a dlc. So, they have no rush to fix his issues.
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@Aven_Fallen said:
Yes. Even tho most chicken out and dodge.
However, Names and Profiles should be hidden. There is no reason gameplay-wise to show them.
This^. Or, make the survivors be able to see the killer's profile (not what killer is actually about to be employed in the trial).
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Chat is a place to talk to oneself, as only the existence of oneself is certain.
Others are an illusion, as is the existence of the world outside oneself.
Outwardly-directed words such as ### as in the expression ######### ### bear no meaning and one should make an effort to relinquish them forever.
- Anonymous note found in the fog, probably Descartes
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@QwQw said:
No. Any idea where the killer is punished for being within X meters of a hook for too long is simply never going to work.
The devs already tried it, and survivors abused it by looping around the hook.
The best way to combat camping is to make more perks like BBQ.
????
What OP suggested is not even remotely similar to what the devs tried out.
OP's idea is basically another version of Camaraderie, which is not a problematic perk/effect in the slightest.
The only thing I could criticize is that band-aid'ing design flaws with perks is still another design flaw. But it's DbD after all.
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I don't think it's underrated, let alone criminally so.
It's a mediocre perk at best and objectively a worse version of Inner Strength for the discussed purpose, which funnily enough comes in the same DLC.
It has a finnicky activation condition that is in the hands of the teammates and the killer.
It just mends you if you get put in deep wound and if you escape the chase you have to heal through other means, possibly de-activating DS.
You lose it completely if you get downed before the auto heal is completed and you need to re-activate it again and then be unhooked again (this one is really rough).
Anti-synergy with altruistic healing perks like We'll Make It and with Deliverance too iirc.
Inner Strength is better or equal in basically every checkbox.
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It's almost the same as chasing a healthy survivor.
'Almost' because IW does indeed remove breathing sounds, but breathing is not audible over chase music anyway except on a few survivor characters.
So, if you can chase healthy survivors, you can chase Iron Will users.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2409596#Comment_2409596
Man, it’s not as bad as you think. Yes, when you’re in brown ranks it’s bad, but when you get out of them the matches balance out up until you hit red ranks, where every match becomes a sweat fest.
As someone suggested, bring in a selfish build. I suggest Spine Chill so you can stay off of the killers radar. Inner Strength since you’ll be the only one doing totems. Plunderers for the chance at Keys and Maps. And Urban Evasion in order to stay out of the killers LOS while you traverse the map.
If your teammates are potatoes, let them all die and escape from the hatch or camp one of the exit gates. Prep the gate to just before the light comes on, then hide so when the killer patrols your gate he won’t notice you’ve been there. The second they leave, power it up the rest of the way. Usually, this works for me about 80% of the time unless the killer runs Whispers or the doors are too close to each other and the killer has a clear line of sight of them both.
Also, at the start of the match, plunder all the chests, and if you find a key, take it and move it to a safe corner of the map with lots of LoS blockers. This way, the killer won’t see a key in your and and tunnel you, nor would your teammates find the key in the chest and leave you behind.
You just described a useless teammate in detail aka the thing that makes soloq terrible.
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@thrawn3054 said:
I always felt Jane sounded like she was enjoying the trial a bit too much.
You should listen closely when you have a Jane and a Jeff hooked together in the basement. Oh my my!
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For as bad as soloq is, the rank 20 experience is the bottomest range of it. So, not really representative.
Regarding pipping, the requirements at that rank are really low. You will be able to move up, especially if you can loop.
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@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/2399198#Comment_2399198
Why would you Pick Legion over Wrath?
The optimal way to play Legion is the same to play a generic m1 killer stereotype. Their power still benefits them somewhat. But they are forced to employ good killer fundametals to succeed.
To play Wraith optimally, you have to use his uncloack attack and get free hits via stealth. You can do well against most survivors without knowing much about correct general gameplay.
I guess you could make it work by playing suboptimally and commiting to chases without re-cloacking.
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It was Plague at the end of 2019.
I'd say Hag and Twins are probably close to that pick rate.
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It's definitely a bug. Audio in this game is a bug in and of itself.
Its a pure guessing now, you CANT know where the survivor is..
How the tables have turned...
Do shorter phases. Survivors still have to walk to lose you. You wouldn't hear their footsteps anyway except on a handful of surfaces.
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@Krimbar said:
Sounds like every other chapter so far to me.
Scrolled down to check for a comment like this one. It was actually the first .
Leaving the thread extremely satisfied.
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Voice chats with strangers usually don't go too well. F13 being a prime example.
A quick chat/chat wheel would be safer options.
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All I see is a screenshot with a bunch of dc's. I could post the same thing with [insert any killer] instead of Spirit.
I don't see how you can make a correlation and a conclusion based on a sample size of 1.
Spirit is problematic. She has all the info while the survivors have zero. Her first counterplay involves bringing a specific perk. Without it, her second counterplay is to throw a pallet every 11 seconds hoping she messes up and that the other survivors do gens.