ByeByeQ
ByeByeQ
About
- Username
- ByeByeQ
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@jesterkind said:
I have never understood this anger. Of course DBD deserves to be nominated for this award, it's been consistently updated for six years and its developers clearly care about it.
I certainly understand not wanting to vote for it if you aren't happy with the changes being made, but incredulously repeating the phrase "labour of love" makes no sense because... yeah. It is. That part isn't incorrect.
Yes, they do care about it. But certainly not in a way to be considered even slightly for the Labor of Love award.
If BHVR clearly cared about DbD and were passionate about making it great, an actual labor of love, then hacking would have been addressed years ago not just recently put on a roadmap after having their hands forced by top Fog Whisperers. Also they would have made QoL a priority and not an afterthought. Doing bloodwebs and finding perks is painful because the UI is still stuck in 2017. DbD is clearly on the back burner while they work on other projects like Meet Your Maker.
That's why some players can get angry about it, because for them it is plain as day and they feel like they love DbD more than the developers do.
-
No. It won't matter.
The only thing they care about is your wallet, so vote with it.
I haven't spent a dime on DbD since June 2021. If we all did that then maybe they'd try harder.
-
@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/3284012#Comment_3284012
Think what you like.
If you are over 18 it's your responsibility and no one else's to be educated and to know law. "ignorantia juris non excusat".
Anyways, i don't need a block feature... like others i am done talking to you.
Typical. You gave me a good chuckle.
Your counterpoint boils down to the desperate "just google it."
I know I am not going to get charged with a crime or extradited to another country for the occasional face camp.
Hope you have a wonderful day as well.
-
@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/3283330#Comment_3283330
"If you honestly think a crime is being committed, report it to the police or go to your district attorney and try to get a restraining order against your perpetrator.
Even in places with the strictest of laws, actions in DbD cannot be construed as crimes. Getting tunneled, camped, smacked on hook and even the most furious of teabagging is not harassment. Any chat in DbD that follows the rules is not harassment. Being repeatedly targeted is not harassment unless one player somehow can consistently target another player across multiple gaming sessions, which only happens to streamers and almost always by hackers.
A killer doing everything they can to make a single match of DbD for a certain player as unpleasant as possible, even tunneling them until they are dead on hook and then slugging them to bleed them out to make it last as long as possible while being as toxic as possible is not harassment or a crime and it never will be. Even some sort of law gets put on the books to make it a crime there is just not enough law enforcement personnel to enforce such (stupid) laws.
BHVR is also scared of being sued for somehow enabling such crimes and will do everything they can to make it as difficult as possible or impossible to do. That's why DbD will never have an in-game voice chat. The banhammer should come for perpetrators long before an actual judge's gavel."
That is a completely different and contradictory statement to...
"No, I am not. It's a video game. There is no possible way to actually hurt someone in a video game and anyone who thinks that is delusional. If you somehow get "hurt" playing video games that is a YOU problem, not a me problem. If your whole day is ruined because of one player's actions in a virtual world played over the internet in a short match, then again, I recommend not playing DbD at all. That's a normal game of DbD half the time.
Just because you are playing a game, does not entitle you to have fun 100% of the time or to have other players ensure that your game is fun. You have to take the few moments of happiness a game like DbD gives you and treasure them, for sometimes they are few and far between.
Your emotional well-being is YOUR responsibility. Not mine, or any other players' responsibility. If you think you are suffering emotional harm from DbD, quit the game and seek help. The game and its players are not going to change to suit you nor should you expect them to.
You can't be a victim in a video game because no one is forcing you to play and no one is forcing you to stay."
And "Even in places with the strictest of laws, actions in DbD cannot be construed as crimes." is still inaccurate... as the platform or tool is now irrelevant to whether or not a crime has been committed. Simply "Playing a game" is not a crime, what you do inside/via that game however is a different story and still subject to law.
Just because you say it's contradictory, doesn't make it contradictory. I don't think it is and you don't even try to show me how it is.
You also say that stuff can be a crime. How? Where? Again you are just saying stuff without providing receipts.
I think you're full of it.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3283564#Comment_3283564
What I don't get is why you are so worked-up about this.
It's just skins. You want them, you get them. You don't want them, you don't. They have virtually no impact on gameplay.
If there is nothing special about them, even more reason not to care.
I agree with this. I find it even easier to not buy these cosmetics when they use shady tactics like FOMO to try and get me to buy them.
-
I agree that these changes should be reverted.
All of these killers don't suddenly become unstoppable if they choose to do a vault build, quite the opposite actually. Usually they are choosing to be weaker by running Fire Up.
All this killer vault speed nerf is lower the variety of builds killers will choose and will lower the already low pick-rate of Fire Up.
-
@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/3282747#Comment_3282747
I'm done talking with you, it is clear we are not going to be able to corm to any sort of terms since you are ignoring the fundamental nature of what I am saying. We just have two very different mindsets about what is and is not "harm" and you seem to have a very negative mindset that just because what you are doing is through a videogame it is not harming other people.
I hope for your sake and the sake of everyone around you that you can mature and get to a better place in life where you realize that your actions have consequences.
If you want to you can consider this you "winning" the "argument" because I will no longer be responding to anything else you say. I'm done. I wish you a happy life even though I fundamentally disagree with the way you live your life.
I knew this was the outcome before I even started typing the post.
I hope one day you can choose not to be a victim, it will make your life so much better. You choosing to be a victim and blaming others for your problems is holding back your own happiness. If you do that, I'd call it a win.
I am not a victim. I am happy or content almost all the time. I choose to be happy and I will not let others be responsible for my happiness.
I hope you have a nice day.
P.S. I almost never tbag the killer unless they did something toxic first. I used to be the newb-welcoming committee and have hundreds of hours of friendly (8 hook, no kill) games. I am not the problem and I have done far more good for DbD than bad.
-
Honestly at this point I don't care if they make Eruption even stronger as long as they make the incapacitation less.
-
@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/3282747#Comment_3282747
Totally inaccurate. People choose to play a video game... not get abused or harassed by a individual... and a individual is not "a video game". It is why most game developers used to mark online play as "Multiplayer/Online activity/gameplay is not rated/monitored", as the game producers are stating that human activity between each other is not within their design of the game and they are trying to partially exempt themselves from criminal proceedings (Although you will rarely see this now as platform owners can now be prosecuted regardless).
If someone intentionally and actively takes a malicious action (Typing, Speaking or physical) outside fixed parameters of a product or service that can cause harm (Physical or emotional) that can cause actual "hurt"... it is a crime (Not even against TOS... a crime). It's why harassment is a crime, malicious communications is a crime, Bullying is a crime and hate speech is a crime (and ALL apply in a video game and a age rating means absolutely nothing in this regard)... it's also why encouraging self harm in ANY WAY OR FORM online is also about to be a crime. Masking behind a joke, meme, "just words" or "anger/stress" means absolutely nothing... and never has... hence why being angry and then committing a crime has never been a defence and has always been a admission of guilt in a court of law or society for centuries. That also applies to the internet and everything/everyone that uses it.
So... playing a video game and typing to or repeatedly targeting another player is no longer "Just a video game" should that person or anyone else actually report it to authorities.
Video games ARE for fun and anything else is secondary/questionable. If someone goes to play a video game and a player breaks the law... that player is the problem... not the victim who plays to have fun via a set made product... or the video game itself... it's the individual breaking a law that is the problem.
If you honestly think a crime is being committed, report it to the police or go to your district attorney and try to get a restraining order against your perpetrator.
Even in places with the strictest of laws, actions in DbD cannot be construed as crimes. Getting tunneled, camped, smacked on hook and even the most furious of teabagging is not harassment. Any chat in DbD that follows the rules is not harassment. Being repeatedly targeted is not harassment unless one player somehow can consistently target another player across multiple gaming sessions, which only happens to streamers and almost always by hackers.
A killer doing everything they can to make a single match of DbD for a certain player as unpleasant as possible, even tunneling them until they are dead on hook and then slugging them to bleed them out to make it last as long as possible while being as toxic as possible is not harassment or a crime and it never will be. Even some sort of law gets put on the books to make it a crime there is just not enough law enforcement personnel to enforce such (stupid) laws.
BHVR is also scared of being sued for somehow enabling such crimes and will do everything they can to make it as difficult as possible or impossible to do. That's why DbD will never have an in-game voice chat. The banhammer should come for perpetrators long before an actual judge's gavel.
-
@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/3282615#Comment_3282615
YOU, personally, are taking actions that hurt other people to make yourself feel better. The fact you are doing these things though the medium of a game does not change the fact you are doing things that cause other people harm, in this case emotional harm. Yeah most people will just shrug it off and say "Jerks are going to be jerks, what can you do?" but not everyone will do so and you very well may wind up ruining someone's ONE chance to play the game and have fun and ruin their whole day because of it.
The key factor here is that it is a multiplayer game. There are actual real people on the other side of thing you are doing these things to.
And you don't care. You have no empathy for them.
When I have a bad day and want to vent my frustrations I load up a single player hack and slash and just kill loads of bugs or faceless soldiers or whatever. Or load up a fighting game and just beat up a character in training mode. I don't load up a multiplayer game and spread the misery to other people.
You are part of the problem.
You are ACTIVALLY making the world a worse place to live in for other people with you actions.
I hope you can get to a better place in life where you don't feel the need to ease your own suffering by causing it in other people.
No, I am not. It's a video game. There is no possible way to actually hurt someone in a video game and anyone who thinks that is delusional. If you somehow get "hurt" playing video games that is a YOU problem, not a me problem. If your whole day is ruined because of one player's actions in a virtual world played over the internet in a short match, then again, I recommend not playing DbD at all. That's a normal game of DbD half the time.
Just because you are playing a game, does not entitle you to have fun 100% of the time or to have other players ensure that your game is fun. You have to take the few moments of happiness a game like DbD gives you and treasure them, for sometimes they are few and far between.
Your emotional well-being is YOUR responsibility. Not mine, or any other players' responsibility. If you think you are suffering emotional harm from DbD, quit the game and seek help. The game and its players are not going to change to suit you nor should you expect them to.
You can't be a victim in a video game because no one is forcing you to play and no one is forcing you to stay.
-
@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/3282303#Comment_3282303
It's a moot point, there is no way it can be done that won't be abused so it won't be done. But if people are blocking you because you are so good at the game that sucks for you but is their problem. You're suffering from success. Go learn another Killer for a bit until more people enter your MMR pool and you can get Demo games again.
I really enjoy playing Nemesis, but I also understand that lots of people get tired of playing against him so I play other Killers as well. I do not set my own fun above other people by that much. I won't go out of my way in such a way that I find not-fun personally so others can have fun but if I can do something to make things more fun for others that doesn't have that major of an impact on me then I will do that.
Mastermind is another good example of this. Yes he is super fun to play but there were so many people playing him he was very much not-fun to play against due to every nine out of ten games you were going against him. So I didn't play Mastermind during that time. Even though I did find playing him fun. I got my Adept and stopped playing him until the total glut of Mastermind players went down and how he's back in my rotation of Killers I'll play.
The problem is that people are selfish, they only care about themselves. If you care just a little more about other people then you are willing to take minor hits on your side so they have major gains on theirs. I try very hard to not be selfish. This does not mean I'm never going to third hook a Survivor and let everyone go every single game but it does mean that I won't personally contribute to the toxicity of the game by camping and tunneling just for a nebulous "win". It means that if there is a massive glut of a specific Killer being played I won't play that Killer myself even if I enjoy playing them, because I enjoy other Killers. It means that I won't run the more problematic Perks in the game even if they are super powerful because I hate playing against them myself so I'm not going to contribute to that. It is a matter of not putting yourself so far above others that you only care about yourself and you can find a balance where you and everyone else can have fun.
I care about everyone having fun in the game, meanwhile so many others do not and some even very specifically go out of their way to make games as miserable for everyone else because they are literal, self admitted, sadists and enjoy hurting others.
If the block could be done in such a way as to match the player with the Killer so it only worked if they were playing that Killer ("Block user123 as Nurse or Leatherface" would then mean you could still get matched with user123 if they were playing Blight for example.) then it'd be even better but that's a big ask when even just not getting matched to a specific player won't happen because people will abuse it.
At the end of the day I'm just really sad about the state of the world and how many people there are that just... have no empathy. People that don't care about the feelings of others because they don't know them personally. The people that hide behind "It's just a game." as their excuse for hurting others and why the pain they cause doesn't matter. It's not the game, it's the player. YOU are causing pain in others with your actions. Own up to it at the very least. That's why I have just a sliver more respect for the people who admit they play in that way to hurt others, at least they are being honest about it. Doesn't mean I ever want to play against them again and really would wish they'd get to a better place in life where they don't have that mindset but at least they are being honest about things instead of hiding behind weak excuses.
I am just very tired of people who think it's alright to ruin other people's fun to have their own for the sole reason they are doing these things in a game. I want to have fun as well. You took that from me, so, yes, YOU hurt me. I just wish the world was a better place, because the small things like this matter to people.
People play video games because it allows them to do things they can't do in the real world.
I'm Canadian, so I'm not even allowed to be impolite. So to blow off steam if I am in a right foul mood, I'll chainsaw face camp hapless survivors until I feel better if I feel like it. They might not enjoy it but no one is actually getting hurt.
If you somehow feel like you are getting hurt by virtual actions in a video game, then PvP video games just aren't for you. You don't have the mental fortitude to separate fiction from reality. Go play Tetris or Candy Crush, you'll be safe there.
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3281503#Comment_3281503
No, really not. I actually like The Game as killer, but would have no problem with ever going to Borgo as killer again.
Does that come from being knowledgeable, experienced and familiar with the Game and while Borgo is still unknown, fresh and new? Or does it all boil down to the bad lighting and red highlights?
Borgo has some truly atrocious dead zones that will only be made worse once the bug is fixed. Like the market platform that it has that I have never seen a window or pallet on. It has a weak main building and the center is weak overall, especially once they take away some pallets.
We'll see what they do with Borgo as they have acknowledged it also has "too many unobstructed sightlines" so it looks like Borgo is going to get more work in the not-so-distant future. They could make it even worse to track survivors on.
-
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281391#Comment_3281391
I don't even know if there is a limited amount of spawn location for the hatch in DBD... According to the wiki it is random:
https://us.v-cdn.net/6030815/uploads/E4IGURMNT9AZ/image.png
Therefore it is still completely luck dependant... If the hatch can spawn randomly basically everywhere then there is no strategy to go around the spots it can spawn, because it can spawn basically everywhere... If you have a source for your claim that hatch has only a limited amount of spawns per map I'd be glad to see that.
That wiki information is not completely accurate. There are certain hatch spawn locations.
For example there is only one spot the hatch will spawn on a Shack tile.
Knowing those hatch locations can give you an advantage in searching for the hatch and therefore it is not completely luck-dependent.
I am done with this thread.
-
@GentlemanFridge said:
The thing with The Game is that the pallets are the only thing the map has. There's a grand total of 6 windows throughout the map, one of which being entirely useless.
As bad as it is, I think it's intentional. For now.
While it only has 6 windows, the Game has the strongest TL wall in the game and it has at least 10 godly pallets, 4 being concentrated in 1 corner of the map.
I can see where the OP is coming from. Bugged Borgo is still a less survivor-sided map than Gideon.
-
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280191#Comment_3280191
Even if you know common hatch spawns that does not make it less luck dependant... You're not guaranteed that it is one of those with a higher probability or something like that...Yeah sure you are a bit faster than survivors.. But in the end it is still mostly luck...
https://forum.deadbydaylight.com/en/discussion/comment/3280196#Comment_3280196
"ignoring stealth mechanics"... the idea is that you see each other no matter what and you obviously cannot open the gate and just leave... That would be ridiculous... You are forced into the chase...
https://forum.deadbydaylight.com/en/discussion/comment/3280233#Comment_3280233
In poker you can calculate the chances of winning by taking the cards that are in the game into account and the probability of certain combinations that are higher than yours... How does that apply to dbds hatchspawn? If there is no offering for it you have no clue where it could be and there is no higher probability for one over the other hatchspawn... Which makes it completely random... Terrible example man...
You and the one I quoted in my poker analogy post missed the keyword in my original post. I said the hatch is "not completely luck-dependent" which is true but you both somehow read that as "not luck-dependent." Yes the hatch is luck-dependent, but it's not completely luck-dependent. If you know its spawn locations and use certain strategies you can give yourself better odds of finding the hatch before the your opponent. But it is still 90% luck.
That's why the poker analogy is apt. In poker you can know the odds, but you still have to get lucky.
-
As a serial SoloQ my strategy after an early tunnel-kill is to play normally until I get put on a hook and the die on that hook as fast a possible so I can go Next.
-
@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3279830#Comment_3279830
Edit: Besides finishing a gen =/= killing a survivor. All the gens can get done and the survivors can still all die and lose the game. If a survivor dies, the game is over for that person.
Killing a survivor also doesn't mean instantly winning a game. You can still lose a game even if you tunnel/camp a survivor. And tunneling gen is very similar to tunneling a survivor. Maybe not equal in reward and different impact levels depending on the game stage, but damn close.
Leaving a gen 99 % will probably mean that killer can regress that gen.
Leaving a survivor who gets unhooked at the last seconds before the next stage means that you gave all free time during that stage progression to survivors, and the survivor gets another chance for a chase which is 20+ seconds time waste at least and at worst, an escape and lost pressure.
If you can tunnel that gen, a killer can also wait the last 5 seconds of the hook stage.
If there is a nearly done gen and the killer is nearby, it's the killer's job to make it costly for the survivors trying to finish that gen in his face. If the survivors are willing to pay the price to finish that gen then they deserve to get it done.
I just don't agree that "tunneling a gen" (what a joke that phrase even is) is the same as tunneling a survivor. You make it sound like the survivors are cutting off a limb of the killer when they complete a gen. That's just not the case. There are many games where 3 gens pop in the first chase and the killer still gets a 4k. A killer does not become less effective as the gens get completed. A survivor can go down a metre from the threshold of leaving the game and killer can still get that kill.
However a survivor squad loses massive amounts of effectiveness as members of their team die. Killing a survivor doesn't mean instantly winning a game, but it sure tips the scales in the killer's favor. If there are 3-4 gens left and a survivor is dead their odds of getting more than a hatch escape become very slim. Once the survivor team goes a man down it becomes much harder to complete gens because they just lose so much labor. If 1 survivor is on the hook and one survivor is going for the save and then heal a 3 man squad has 1 person working on a gen while a 4 man squad could have 2 working on a gen. If 1 survivor is on the hook, 1 is being chased and 1 is on the hook the 3man squad has no one working on a gen while a 4 man squad could possibly still be getting gen progress here. It's pretty easy to see how a team going a man down is a huge loss.
Your if "if you tunnel a gen, then I'll camp you to the next stage" is a stupid argument. We're gamers, not mind readers. We just assume you're a camping scumbag anyway, no reason to give you any quarter. You're trying to kill us and we can't even kill you back.
-
@Steakdabait said:
https://forum.deadbydaylight.com/en/discussion/comment/3280191#Comment_3280191
yes it is. it can straight up spawn at your feet.
A player can get lucky and flop a royal flush in poker. That doesn't mean that poker is a 100% luck game.
-
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3278719#Comment_3278719
I don't think it should be luck dependant to get out or not ... As for it being survivor sided that fully depends on how ressourcefull the team was and usually the map should be rather dry when 3 survivors already died... But I fully agree that predropping could be problematic... But then again in the end it would not necessarily be survivor sided since I stated it would be an option where the survivor can get bonus bloodpoints and not necessarily escape... And if the survvior knows that he may not have enough pallets if he just pre drops everything he is needed to be more ressourcefull... In the end I think it is still a better system then who gets lucky today...
It's not completely luck dependent. While the hatch spawn is random (barring offerings) players can know common hatch spawn locations and there is a strategy to give yourself a better chance to find the hatch as killer. When you know where the survivor is you can try to get ahead of them and zone them into places where you know the hatch is not. If the killer doesn't know where the survivor is they still have the advantage because they are faster and don't have to worry about dying.
-
@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3279770#Comment_3279770
It's way more varied than before. I see hyperfocus, distortion, sprint burst lithe and all kinds of perks. As opposed to four dead hards, four iron wills, four BT. Eruption is becoming a staple with killers but it's hardly in every game and it's paired with a variety of perks. I've seen more aura reading perks than ever before, for example. Beats the piss out of ruin, undying and pop every game.
Pretending like the meta is just as stale as before is simply disingenuous. Or your memory is so short that you've forgotten, which is rather sad.
On the survivor side maybe maybe. Dead Hard still reigns supreme however. On the killer side is still mostly just stacked regression.
I'm not pretending. This meta is isn't as stale as before, it's even more stale. I enjoyed the counterplay to Undying Ruin (searching for totems) rather trying to guess when a survivor is going to go down so I can dodge the incapacitation. I hate Eruption, killers always get too much value from it and its counterplay is dog water. At least some games of Undying Ruin the killer could still lose both in the first 30 seconds of the game.
"Or your memory is so short that you've forgotten, which is rather sad." I remember that my DbD sessions lasted longer back then. I was able to play DbD longer before becoming so frustrated with the game that I stop playing and I go play or do something else. That's what's sad.
@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3279956#Comment_3279956
If the totem doesn't get cleansed quickly it's impactful. I suppose it also depends on the team you're against. A swf won't have much issue with it because they can simply rotate people onto a gen if someone is chased off of it. But in a solo q game there is no such coordination and ruin can be pretty punishing if someone doesn't find the totem.
Back when Ruin was 200% regression it couldn't be ignored. 6.1.0 nerfed Ruin to only 100% regression. I can ignore Ruin now and not regret it often. In fact if I know the killer has Ruin then I know the gen will probably still have progress when I return to it later since I know they couldn't kick it and apply Overcharge and Call of Brine to it.
-
If I see a survivor latch onto a glyph and it only cost me a few seconds to let them get it, I let them have it. If I can figure out what a survivor's challenge is and help them get it, usually I will unless I am blinded by my own cruel challenge.
-
"Don't tunnel gens - very simple. If a killer downs a survivor near 99 % completed gen, don't go to gen to complete it while the killer is going to hook someone. Leave the gen, and come back to it later. The killer put pressure, he deserves that gen being left alone. And if you tunnel that gen, this is equivalent to camping a survivor in the last seconds to get the 2nd/the 3rd stage on a survivor."
Ummmmmm, no. HELL NO!!!
If a gen is at 99% (and the killer isn't a patato with zero hooks) I am willing to die to get it done and to hell with the killer's enjoyment. With the current Overcharge, Call of Brine, & Eruption meta if I leave that gen and go scratch my balls the gen will be at zero. If it's a critical gen in the center of the map, I try that much harder.
Edit: Besides finishing a gen =/= killing a survivor. All the gens can get done and the survivors can still all die and lose the game. If a survivor dies, the game is over for that person.
-
@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3279787#Comment_3279787
well i havent assumed i need the twitter sidebar at all, but appearantly i was a fool for assuming all the important information would be visible on the main page.
I've been playing this game since 2018 and if there is one thing I have learned is that BHVR are very, very poor at communicating with their players. I don't even know what "main page" you are talking about.
Unless I hear about something from a leak site, a streamer, the Twitter sidebar or some unusual topic is buzzing on these forums, I don't hear about it at all.
Even the in-game news usually lags behind all those sources only informing players of things the day they launch or later, if at all.
-
I agree with most of what @sizzlingmario4 said.
Mostly I just wish they'd make her 2nd and 3rd blinks special and leave the rest of her kit alone and see how she shakes out before making further changes. Whenever BHVR makes changes they are always grossly overtuned.
-
@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3279660#Comment_3279660
thats the issiue, i dont use twitter so i get like half the info there is out there. Very bad for a company, have never seen that before. Thanks for sharing this with me though, you really helped me out here!
I hate Twitter and don't use it, I don't care who owns it.
But I find Twitter sidebar on this forum that I see when I'm here on my PC extremely useful for finding updates without actually having to use or go to Twitter.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3279601#Comment_3279601
6.1.0 was hailed as a meta shakeup patch, specifically. That's what the posts explaining the changes kept saying, that it was to shake up the meta by changing a bunch of perks. The intent then is clearly to change the meta, which means the perks that used to be meta need to be much less useful, otherwise nobody would ever swap off them.
I'd agree about other regression perks having the deactivation requirement, though. Definitely something worth exploring.
Looking back at their July 19th article, yeah I guess you're right. They don't mention much about balance and mention meta far too many times.
Near the top they said:
I'd say they failed the second sentence here. From my experience the game has become far less varied than before 6.1.0. If they actually focused on balancing perks instead of just shaking up the meta they would achieve a "more varied and exciting experience during the average trial." Instead they have made matches less exciting and more frustrating.
-
@jesterkind said:
That is the point, to be fair. You're supposed to run other slowdown perks, because Ruin was in the meta for far too long.
I'm sure it and a few others can be buffed again much later on down the line, but the point right now is not to run Hex: Ruin unless you're trying a build that specifically involves it somehow.
That isn't the point. 6.1.0 was hailed as a "Balance" patch. The regression perks should have been balanced with each other. Instead they did overtuned changes that did change the meta, but the game is still brutally unbalanced.
Ruin would be in the perfect place in the balance right now if they only added the effect of deactivation on a survivor's death. It would be at a comparable strength to other regression perks rather than being a dead perk.
I miss the Undying Ruin meta. Searching for totems is much more fun that being incapacitated.
I think more regression perks should deactivate once a survivor is dead. Then killers running massive regression builds would at least have a disincentive not to tunnel. (But then they'll slug... sigh.)
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277970#Comment_3277970
I keep it vague only because I'm fairly certain that specifying it is pointless, because everyone's so against the idea already, I'd be wasting my time. It's why I only reply these days, because I'm not gonna propose an idea I had fleshed out and everything with multiple paragraphs, only for the forums to not display it, have people respond "lol, no", or have wannabe intellectuals breaking down how every sentence I said was wrong. That ship has sailed.
Y'all always say "solo queue needs it" but you're focusing on the wrong thing there. If solo needs it, isn't that a matchmaking problem? Why not push for that instead?
Some matches a 3k is fine. But others, where I've fought really hard to barely get more than a draw, it's just not fair. The 4k is a possibility in the game, so why's it so hard to pull off, or so taboo to want? It sets a bad precedent, the way people talk about it. "Just stop being ungrateful and settle for the 3k." Why not settle for a 2k then, or a 1k, since "it doesn't even matter that much?" Or, you gotta love it, they pull the "it's just a video game" card, while they're equally invested in the game since they're always demanding killer nerfs. It's double standards all around.
Yeah, I hear and feel that. I've made a few suggestion threads with fully fleshed out ideas that I think are amazing only for those threads to get no responses and be on the 2nd page in an hour. Meanwhile someone posts a hot take and the thread just buzzes. I'm on my last strike and when the hammer does come down I am not going to miss this place.
When I play killer I almost never slug for the 4k and and fine getting the 3k in those spots. But it does happen often enough where I find the hatch first and secure the 4k. To me it doesn't feel like an unfair mechanic and I actually like the quick end to the match when the survivor finds that hatch and immediately jumps in. It doesn't bother me.
As survivor I recently had a game on Garden of Pain where I outlasted my team and ran the killer all over the map staying ahead of him searching for the hatch until I lead him into the center of the map in front of the house and he heard it first and closed it. It was a fun time, even though the ending sucked. Luck is a huge factor in DbD and I happened to get unlucky against a killer that couldn't catch me. For him I am sure he felt satisfied. "Finally! Dir Rebecca!"
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277569#Comment_3277569
I explained a rather detailed mechanic to replace hatch, so either you didn't read it or you just ignored it... so those 90% really don't apply here.
I don't really like your idea. It takes the surprise of finding the hatch out of the endgame. I don't think an endgame timer on the final chase would be a good mechanic and I think it would be decidedly survivor-sided. Unless the killer has managed to destroy every pallet on the map the survivor can easily make that last chase last long be holding W and predropping everything.
I think it'd be much better if DbD introduced a full on 1v1 mode, which would play out similar.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277950#Comment_3277950
Your citing the kill rate is not helping your cause at all. I usually just give up against people who bring it up because they've taken 1 out-of-context stats drop and made it the basis of their "killer is too strong" arguments. The "high" kill rate does not give me any comfort as killer. I'm still facing the same sweats I've faced for months. Only difference is they now have those bad stats as ammo to validate more killer nerfs.
I don't need to make a case. I am fairly certain the hatch is here to stay.
Without the hatch, even if the last survivor manages to finish the last gen they end up giving away their position with the gen pop and face a near-certain death.
If you want to convince BHVR to do away with the hatch you need to make a better case. I haven't seen anyone provide a good alternative to the hatch. If you've seen one point me to it. Some vague "show survivor auras if they're not doing anything" idea just isn't it.
I play a lot of SoloQ and the hatch is one of the few things that make it even remotely bearable. Most of the time the killer finds it first because they move faster, don't have to worry about getting caught and can zone the survivor. It can make the 1v1 at the end of the game interesting if they don't slug the second-last survivor.
Do you not feel like you've won if you only get a 3k?
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277569#Comment_3277569
Y'all always begin these hypothetical scenarios in the worst way possible. "There's multiple generators left AND there's only 1 survivor." Obviously, that's different. But even at 2-3 people left they'll sometimes stop because they "feel" that it's hopeless, without even giving it their best shot. So what do we do? Just give in to their demands? My solution still solves the issue, and hasn't been disproven at all yet, that if you show the survivors' auras after a certain amount of time of doing nothing, now the game's no longer at a stand-still.
For every post that an alternative for hatch isn't provided, there's 2 posts defending hatch with a simple "YoU'rE EnTiTlEd 2 dA 4k!"
It wouldn't be for free because, once again, you're factoring out all of the scenarios where the killer was barely able to get 1 of the last 2 people because the gens were all done at the point anyway. So then the killer not only has to beat them to/patrol the exit gates, but they also have to watch out for hatch. That favors the survivor in almost every way.
But yes, that alternative would be better if it avoids giving the survivors like 4 chances to get out, baseline, after a hard fought match from the killer.
These scenarios play out all day every day thousands of times. Some players give up too early and there is nothing we can do about that.
I do agree that survivors shouldn't be able to hide indefinitely doing nothing and should get crows under more conditions than staying completely stationary doing nothing. Crows are to easily circumvented. Your aura idea is pretty much the same thing as idle crows.
But that has nothing to do with the hatch and is not an alternative to the hatch.
If the survivors did well enough to get all the generators done, then they deserve a decent shot at escaping.
The kill rate is already around 60%, it'd probably be 75% or worse if they deleted the hatch.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277374#Comment_3277374
On the off chance they do the gens and get at least 1 out? There's plenty of loops to drag a chase out for that long. You never know unless you try.
If there is no hatch and there are any generators left and only 1 survivor left as soon as the killer finds them they are guaranteed dead. They would literally have no hope to survive. The best they could do is drag out the match with their last chase. Worst case scenario is they don't get found, hide and try to hold the killer in the game for as long as possible.
The off chance you speak of is such a longshot it's not relevant.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277373#Comment_3277373
90% of the time, we're not asking for the removal of hatch full stop. Obviously there would be a replacement endgame mechanic. Force the survivors to do something, like showing their aura if they don't progress the game at all for too long. Anything but a free escape please.
All of these "delete hatch" threads never suggest a replacement mechanic so you're full of it.
The last survivor somehow managed to outlast the other survivors. Unless they hid all match and did nothing it's not a free escape.
The alternative is the killer gets the last kill for free, is that so much better?
-
You know what's bad for the game? Hopeless matches. You remove the hatch and you crush what little hope the last survivor has left, why should they do anything but come to you to die?
-
I agree, matches do seem to be much lower quality than pre 6.1.0.
They destroyed the old meta and replaced it with a much less fun meta. Searching for Undying Ruin was actually an engaging part of the game compared to never being able to guess when Eruption is going to hit you and now with the shadow buff you can watch your gen regress for 25 seconds while you can do absolutely nothing.
6.1.0 didn't actually balance the game it just changed the meta. If they actually balanced the slowdown perks gameplay-wise we would be seeing them being used equally. We are not seeing that and the imbalance seems the same or worse than before.
I have a seething hatred for Eruption. DbD is painful now.
-
This is not unique to the Garden of Pain. It's happening on all maps.
The worst cases are gaps where survivors can pass but killers cannot. Some spawns make it actually impossible to hit survivors.
-
DbD follows a schedule. It's all about quantity over quality.
-
I like running Thrilling Tremors, it's a reliable perk for information. I run it on most of my killers now, it replaced BBQ.
However, as a slowdown it's probably one of the weakest.
-
The killer is outnumbered so whatever.
If they took away the ability for killers to see survivor profiles it wouldn't change much and I don't care either way.
I've suggested and would like to see them remove being able to see prestiges in pregame lobbies since it causes so much dodging too.
I just want to play DbD, not spend my time waiting in lobbies because people keep dodging for frivolous reasons.
-
@Ayjay said:
https://forum.deadbydaylight.com/en/discussion/comment/3276177#Comment_3276177
I should be allowed to know if the killer is laggy, has a history of hacking, has bullied and harassed me in the past, and what platform they're on. Scared I'm going to dodge? Yeah I am, because I want to have fun, I don't want to vs a laggy hacker who facecamps and threatens me. That makes me the bad guy? The devs seem to think so..
If all people did was dodge hackers from seeing their profile then it would still be in the game.
But people dodge for all sorts of stupid reasons. Stuff like "that player likes to play Clown and I hate playing against Clowns." Truly stupid reasons.
That feature is long gone never coming back.
-
Yep. It's an outdated holdover that was created in a time when insta-moris for all killers were in the game. Easily the most broken addon currently in DbD.
-
@Mat_Sella said:
its just less foggy...thats literally it. Maybe increase the blood on the floor and the sunbeams coming from wherever and its the same but higher fidelity.
Except that's not "literally it."
Several factors have changed making securing a hook in the basement much more difficult. Wiggle skill checks make it possible for survivors to shave a second off the wiggle out timer. Boil Over got buffed. Breakout was introduced. 6.4.0 moved the hooks a metre or more farther from the stairs. Hooking in basements in the Thompson House or the Badham Preschool were difficult before are made even worse now.
The stairs are also much wider making it much easier for survivors to slip past the killer while escaping. In 2019 the killer could stand on the stairs and go AFK and no survivor could slip past him to save a person hooked in the basement.
Since 6.1.0 survivors always have BT coming off the hook so they always have a chance to escape.
The basement is now a pale shadow of its former glory. It's more than just a fresh coat of paint.
-
@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3276398#Comment_3276398
“3 seconds is not a long time for a survivor to react and get moving. Guards would get double, triple or more hits and the Assassin would always get a hit.”
That Sounds like You’re saying in rapid succession. Not that they can get more hits throughout the match. That’s why I was confused. No need to be condescending.
In that case isn’t that better than not getting any hits? Survivors still get the speed boost and the power is on a cool down. I’m not saying a hit should be guaranteed but it should be at least a 50/50 most of the time. With Survivors getting an edge if they are smart and the Guards getting an edge if they aren’t.
I’m not saying you’re wrong about those issues, I do agree that you can’t just give him everything to be amazing, but he does need work and without changing him entirely the most common way would be information denial.
I am already encountering many Knights who use his power effectively to corral survivors into getting hit by either the guard or the Knight and to shut down loops. If the Knight is not near the survivor still has to run and waste time even if they don't get hit. This is already a strong power in the right hands.
If the guard gets a hit 50% of the time without the Knight needing to work in tandem with the guard to make the hit happen then the scenario where the guard hits the survivor and then the Knight hits them again in rapid succession for a very fast down would play out far too often and his power would be oppressive.
It is far too early to make such drastic changes to the Knight when players have little experience as or against him. BHVR will hopefully fix some his bugs and otherwise leave him be for 6 months and then tweak him if he needs it.
-
@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3276465#Comment_3276465
the issiue with "bruh hiding" mindset like yours is: not all can loop the killer for 2 gens straight, some are better off hiding. Also there is some perks that even require you to jump in on lockers but some individuals seem to not think on that and just think "bruh hiding".
it doesnt happen mutch but i had poeple flaming me for "bruh hiding" when i litteraly did 3 gens by myself basicly because THEY kept being chased and because i kept hiding in corners to immediatly work on gens again. They didnt see me, all though i unhooked the other random the duo swf ratted me out to the killer when i was on death hook just because of me "hiding all game".
so better stick your judgements to yourself.
I didn't say "bruh hiding" assuming they were hiding, I asked "are you hiding in corners and bushes all game." I didn't pass judgement on anyone, I just asked a question and respectfully explained why other players might act like they do based on assumptions they make.
It's a shame that you have a sad story about some teammates who sandbagged you based on bad assumptions, but that wasn't me. I run Bond and I know how to tell the difference.
So keep your snarky response to yourself.
-
@Seraphor said:
Why run NOED when you can just run Blood Warden and Iridescent Company Banner, preventing survivors from ever leaving?
Because with NOED you don't have to buy Freddy.
-
Certain maps like Ironworks of Misery can spawn with only 8 hooks on the entire map and it can be painful sometimes.
You just got unlucky with the RNG.
Survivors can make it worse with offerings and sabotaging as well.
-
@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3276406#Comment_3276406
Answer the question, captain buzzkill. There's no content here to speak of, we just want an answer.
I'll give you the same answer BHVR would give which is no answer at all. They will not state definitively that using custom portraits and icons won't get you banned when in practicality they made it easy to do with their folder system.
They will not answer. The best you'll get is "do it at your own risk and if you get banned there's nothing we'll do."
-
It depends on how you play the game. Are you hiding in corners and bushes all game and not helping your fellow survivors get the gens done? If so, they see you as a problem and try to get you killed so you'll learn to be a better teammate in future matches.
-
You get a clear indication as to when you get detected and the hunt starts, at which point you have to run if you don't want to get hit. You can hide from them when they are in detection/patrol mode by being out of sight... but it is buggy like everything else in DbD. When they make that yell and move to the detection spot, you just have to run. As long as you start running at that point you'll rarely get hit.
-
When a guard detects you they will travel directly to the spot they detected you at and then hunt you until you either get hit my them or the Knight, you collect the banner that gets dropped at the detection spot later in the hunt or the hunt ends. Guards are immune to stuns and walk right through pallets and windows.
-
As long as they are not broken and are still attainable they don't need to be reworked.
-
This isn't just a yes or no question.
Are the gates open with all survivors still alive? If so the killer pretty much has to camp if they want to have a chance at getting a kill. So in this case it is a hard no. Coordinated survivors can still get a 4 escape with a camping killer and open gates.
If the game is still young with barely any progress on the gens, maybe then you have a case to penalize the killer for camping, but you can't just eliminate camping altogether.
