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Condorloco_26

Condorloco_26

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Condorloco_26
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  • @SleepyWillo said:

    They need to hide survivor names and cosmetics. Survivors can't see killers and killers don't need that meta advantage. it only encourages lobby dodging


    And that will prevent swf impromptu parties too :)

  • Time to grow a pair even if you don't have a reason to maybe? That would be awesome.


    Time to play some killer, I'd say

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/591641#Comment_591641

    He's exploiting the playerbase for twitch views. Anybody with a half a brain cell knows that a nurse main with 6,000 hours will defeat 99% of random survivors. Unfair, yes. But pit him against four survivors with 6,000 hours on discord with addons that are "true survivor mains" and watch him crumble.

    I bet he wouldn't play Trapper with his 6000 hours and prove a point. He would lose against survivors with only 100 hours. That's not balance!!!!!!


    Shhhh you're ruining the circle jerk

  • Legion is just like that slightly aggressive friend we all have. Not really dangerous, just annoying when s/he gets worked up.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/591506#Comment_591506

    The game needs to be balanced around the expectation that survivors are communicating, yes. Because they are, whether you and I are personally doing it or not, and it impacts play in ways we don't necessarily see. If that's not taken into consideration by the developers, then I think everyone is just continuing to pretend it's not there.


    @Rydog


    That's exactly my point. I'm sorry if I'm unable to get it across.

    I get the impression that they're comfortable ignoring the issue to certain extent. They keep releasing content and killers without even mentioning the stuff.

    Whatever unbalance comms bring to the game, they're hoping to even out with some killer powers / addons / offerings and small tweaks here and there. I've seen for example, they're indirectly trying to nerf the gen rush/comm meta teams via spawning them together. That way they won't start the match on 4 separate gens.

    I've really noticed they recently adjusted some numbers there because a lot of times I play versus a team, I find them all bunched up real quick in the match. Playing as a survivor I almost always spawn next to 1 or even 2 teammates, even though I always play solo and there's no offering thrown.

    And being perfectly honest, with this little change I'm no longer steamrolled as frequently as before when playing against SWF teams.

    So based on all this (and maybe I'm just delusional), they don't even care about adding in-game comms. And if they do, I highly doubt they would rebalance the whole thing.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/591479#Comment_591479

    I hear you, but I have to assume some sort of good faith as a baseline when discussing ideas like this -- i.e., I naturally assume you could disable this feature if it were integrated into the game. Just going NO DON'T, and squashing good ideas because you're counting on the developer to completely botch it is not productive.


    You're right. It seems I'm overly pessimistic about this idea in particular.

    I may not type everything that goes through my mind in that exact moment, but it kinda goes like this:

    I don't see it happening, in the first place. I see a lot of cons aside from the possible hassle that it would be to mute 4 people every match.

    Why do I think like this? DbD was not designed around comms. Are you really asking them to rebalance 16 killers and all their perks, mechanics and maps, just to fit the idea? Just look at how long it took to rework Freddy. Springwood. 2 maps A YEAR.

    The devs know people already use 3rd party apps or PSN party chat, and the Xbox equivalent to communicate. Why would they load their backs with this unnecessary burden?

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/591454#Comment_591454

    None of those things have anything to do with what we're talking about. I understand things like the curated audio and visual experience (music volume and sound effects being set to a specific level for a reason; brightness setting being controlled by a consumable item). None of those are the same as external voice comms, which is an outside agent intruding on the game experience.

    Any built-in voice comms would would have to come with the option to disable the feature, but I don't think that's a reason to NOT consider it.


    They are related, in the sense that the OBVIOUS features that should be in the game, are being OBVIATED, left out, for some reason.

    But, if you don't want to connect the dots, it's as simple as this:

    Don't count on them adding an obvious feature.

    I'm tired of having to mute 7 different profiles each time I go into a match in Friday the 13th, for example. Is there a button to mute EVERYONE? = No.

    Do I expect DbD to add the button right away, in case they even add the thing? = No.

  • @LordGlint said:

    @Condorloco_26 The stay in a SWF group thing has actually already been confirmed. Thats rolling out when dedicated servers come.


    That's good to hear.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/591403#Comment_591403

    I feel like people in this thread have their heads in the sand, and are just insistently ignoring the strong likelihood that you'd just be able to disable and ignore this feature if it were implemented, if you don't want to use it.


    Yeah. With your logic, there's also a strong likelihood for having a chase music volume slider, colorblind options, ranked and casual modes, the ability to stay playing as an SWF group, etc, etc.

    I don't take anything for granted in DbD.

    Except, that it's full of 12 year olds.

  • I already know the game is full of 12 year olds.

    I don't need to hear them.

  • Looks at you in Ebony mori

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/590952#Comment_590952

    No real horse in this nurse race but McLean has some questionable opinions on killer balance in general. I remember dropping into his stream not too long ago and hearing him speak praise about new Legion and how much he likes how they turned out. He's not that great at killer, honestly. Total god at minesweeper from what I saw though. Chill guy too.

    Of course he's not the be all end all when it comes to balancing decisions, but I wouldn't be surprised if a lot of the devs simply don't really know or care about how strong/weak various killers are at high ranks. But that's how most game companies are. Some just take feedback more seriously (or rather, more consistently) than others.

    And you know what? That doesn't always end so well, admittedly. Be careful what you wish for, especially when it comes to nerfs.


    @Divine_Confetti

    They're all likeable and nice guys for what I've seen and heard.

    The point I'm trying to make with the clip is, they know some stuff in the game might be too powerful in experienced hands. And they're ok with it.

    So, if you're having fun with the game, you'll have to put up with some stuff inevitably.

    The way I think is, you'll have to put some 1000 or 2000 hours into nurse to be able to consistently wreck 90% of your adversaries at R1.

    Almost the same could be said about those death squads. Brush it off an move on to the next match.

  • @Sheldor said:

    LMAO...because the game is so balanced I experience survivor queue times between 1 and 3 s and killer queue times of 5-25 minutes. Hahahaha

    You perhaps live in a killer-heavy area.

    My experience is exactly the opposite. Can barely get matches as survivor. Can't even do my dailies.

  • https://clips.twitch.tv/PluckyEagerAlfalfa4Head


    I found this clip some time ago in a buried thread, and it has helped me understand some stuff about this game.

    I didn't watch the whole stream where this came from, so I apologize if what's being said is taken out of context. I doubt it though, I think it's pretty clear.

    They're talking about the depip squad.

    Now I think they could say the exact same thing about this, or any other experiment trying to prove anything.

  • Last time I checked there were literally dozens of "Nerf Nurse/Billy/Spirit/NOED" threads too on the general discussions section of the forum.

    So maybe, just play the game. Or not.

  • @GrootDude said:

    Empathy is also underrated, pretty much a free wall hack. Breakdown has saved me and teammates before.


    I agree. The amount of info you can gather with empathy is insane when playing solo. Alert also fits in that category.

  • @Mister_Holdout said:

    Were they all playing Jeff? That would be pretty funny if they were.


    1 Jeff, 2 Janes, 1 Meg. But definitely a squad, since I think it would be extremely rare to find 4 x breakdown in a random lobby.

  • In the Dev stream from all the way back to (2.7.0) the devs talked a lot about the current changes to legion and answered some questions about the changes.


    Honestly I don't think they'll ever go there.

    If they're going to tweak Legion for low fps, they should do the same for Huntress and I don't see it happening.

  • Trapper and Wraith should get a cooldown too 😑

  • @Mrs_Fairfield said:

    Sleep deprivation? The poor souls caught in the spiral of "I can't go out like this!" and 'just one more game...' until the next thing they know birds are chirping, the sun is coming up and they've been reduced to whimpering and bashing their head against the controller.


    Or so they've told us

  • @bigbeefynacho said:

    Lol...throw in unbreakable and boil over. Imagine that squad.


    And a Strode key

  • I would run it with a purple hook offering for maximum efectiveness

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/586165#Comment_586165

    @Condorloco_26 That still won’t address the issue. It doesn’t take new killers long to learn that in order to best take control of the match to lower the chances of all gens being repaired that survivors need to be eliminated as fast as possible. Unfortunately tunnelling those rescued from a hook, potentially camping as well, is the fastest way to ensure quick deaths, regardless of less scoring points and less ranking points. Unless BHVR come up with something OTHER than points/ranking as incentive to leave the hook WITHOUT harming a killers chances of a perceived win (2 kills minimum), then unfortunately these tactics will persist.


    Well, that's a game design issue. But the same goes for survivors. It won't take long for them to realize they can easily run the killer for 3 - 5 gens just by looping him from pallet to pallet, since there are more than enough of them.

    Both scenarios are tremendously unfun for the other side, but it's obvious the game designers had them in mind when coding the game.

    I mean it's obvious they wanted some kind of gameplay revolving around hooks, or else survivors would take 6 hits to get downed but would die as soon as they're hanged. Like it or not, plays around hooks were thought as part of the game.

    The same goes for looping. Whether it was intended from the beginning or not, looping is an essential part of survivor gameplay, and so far I haven't met a single killer that says "I love getting looped for 3 gens man, it rocks!"


    I agree though, that new killers should be explained thoroughly in the tutorial and additional in-game references, what kind of gameplay is encouraged and healthy for the game. There's zero information about that in the game itself.

  • It's either cosmetics and DLCs, or a monthly fee to keep servers running.

  • @Alfred said:

    Change his tonic to Molotov cocktail.


    Best idea right here

  • I'd give him a very simple buff:

    The bottles need to travel faster. What's the point of having a ranged attack if you mostly have to piggyback survivors to land it?

    I mean, I've had survivors outrunning a lobbed bottle before. They definitely need to travel faster.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/586110#Comment_586110

    Rank 15 killers at rank 19 is bad?

    Hahahahahahahahahahahahahaha.


    I think it's bad enough.

    Let's say Mr. Killer plays at R1 every month. Then, rank reset happens (I still don't know exactly why do we need that), and he's R10. He then decides to take a break from the game for a couple of months. R13. R15.

    R15, after 2 months of not playing the game, but he has 2000 hours and was a Rank 1 killer all the time.

    2000 hours going against the guy that just bought the game yesterday.

    It definitely sucks major ass.

  • New players should be grouped ONLY with other new players.

    In that newbie-only bracket, there should be an ingame hour limit, let's say 50, 75 or 100 hours as each role. Once you're past those hours, you're never again going to play against newcomers. Not even by deranking or after rank resets (which certainly need a rework, too).

    I think if it's guaranteed both survivors and killers are newcomers, there's less a chance of any side steamrolling the other one, and thus there will be a better experience for both.

  • Jeff is cool.

    How dare you.

  • @GrootDude said:

    @Kilmeran I think condorloco got you.😅


    @GrootDude you can share your own tips too, I'm by no means a know-it-all

  • The real question is, if a known offender acts like this over and over, to the point of people recognizing him, why isn't he banned already?

  • @Kilmeran Happy Killing, man 😎

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/583565#Comment_583565

    @GrootDude I'm on PC, but got any tips? I got his Teachables unlocked and all, but I honestly just dumped BP into him after a bit. I could not get him to work well.


    @Kilmeran Sorry, I was not called and yet here I am.

    These are some tips I'd say have worked quite well with my Leatherface, and I've experienced reasonable success even at R1 with him:


    • Learn to chainsaw around objects and corners
    • Remember the chainsaw will still work during vaults and immediately after them
    • Always piggyback the survivor before starting your chainsaw charge
    • Whenever possible, bait the pallet drop while revving the chainsaw (same as Billy)
    • Never chase a single survivor for more than 30 secs if you haven't landed at least a mallet hit
    • Never fall for the runner bait. There are maps with more than enough pallets to run you through 5 gens
    • In huge maps (Yamaoka, Temple of purgation) choose which half of the turf will you defend. You won't be able to pressure the whole thing unless you got really spawn-lucky and hooked 2 guys before any gen popped


    Builds I've tested and are effective for my playstyle:

    • BBQ, Agitation, Spirit Fury, Enduring
    • BBQ, M&A, Spirit Fury, Enduring
    • BBQ, M&A, Sloppy butcher, Nurse's calling
    • BBQ, M&A, Deerhunter, Knockout


    And you won't believe this one but it has really worked though:

    • BBQ, M&A, Agitation, Territorial imperative


    Addons:

    • Carb tuning + grease
    • Carb tuning + primer bulb
    • Carb tuning + spark plug
    • Primer bulb + spark plug

    Bottomline, you want a fast charge. I've never been able to get any benefit from the chili addons, or any of those that increase charge time.


    Edit: Forgot this one - the chainsaw still revs and works while you're dropping from a second floor. Take advantage of that fact

  • PS4? ---> Friends only messages, block all friend requests (since I've received quite a few non-friendly FR).

    End of the problem

  • Kate is fine.

    I mean, her voice.

    You got the message.

  • Skillchecks similar to the ones in F13 would be good.

  • @Yamaoka said:

    Hopefully never. He only needs some minor buffs to his basekit and addon changes - not a full rework.


    This x 1000. Bubba will be fine with just a couple tweaks

  • SWF should get matched with the highest ranked member of the group, as some people have been saying.

    DC's shouldn't depip people, in order to prevent deranking.

    Once a certain ranking treshold has been reached, the player should never derank past that point, especially in rank resets. I think the tresholds should be R15 and R10, at least.

    There should be a newcomer-only special rank, determined by hours invested on each role. Let's say, 50 hours of game time. No one can play there anymore if they are over 50 hours.

  • @Angelino244 said:

    https://forum.deadbydaylight.com/en/discussion/comment/582920#Comment_582920

    Because I play more often with friends than without, I am not referring only to DBD but to all the games I play. So if I want to play a few games with some friends I would like to be free to do it quickly and not wait 1 hour to play a game. But since this game can't give me what I want, I think I won't play swf anymore and I'll rarely play killer games.

    In fact I tell you more, if it was not for the "love" of the game it would have been a long time that we would have abandoned, trusted. We are just a few friends playing for fun and we don't necessarily use OP items or toxic ######### techniques. So according to your reasoning when I play Killer, should I spend minutes and minutes to find a mixed game? no, I don't think so, I also put myself in the shoes of survival that wait minutes and minutes to find the lobbies and then the killer goes out (not all swf are toxic I met serious people too).


    I don't know why are you talking about "mixed games" or anything.

    I'm just saying, play killer in order to be able to play matches at all.


    If you want to have instant games with your friends, have you tried the option

    KILL YOUR FRIENDS???

    Insta-game guaranteed, no waiting

  • It looks like your region is plagued with survivors and there are just a few killers.

    Why not playing killer for some time and enjoy the insta-lobbies, instead?

  • There was already a thread talking about this not long ago:


    There has been so many times where im trying to do a long lunge but yet it makes me do a short lunge and causes me to miss where i know in fact it was gonna be a hit if it gave me that long lunge.


    This is what Peanits answered. Sorry about the "copy & paste", I don't know how to quote someone from another discussion.


    Peanits Dev∙Community Manager › Dev, Community Manager Posts: 2,891

    June 25


    This is partially true. There is no auto-aim, but the hitboxes are the same regardless of if you lunge or do a regular attack. The only difference between the lunge and the regular attack is that the lunge has the hitbox remain active throughout the entire lunge (and you move forward very quickly, of course), while the regular attack checks very briefly when you swing. The game only checks a cone shaped area in front of you regardless of the attack, not 360 degrees around you.

    With that said, there is no auto-aim, so to speak. What happens is that the game checks if you hit a survivor (if a survivor is inside of that invisible cone-shaped area) and then dresses it up by pulling you towards them and moving your camera. The important detail here is that you already hit them when this happens. You are not being given a hit because you were close enough, you already got the hit and the game is making it look better.

  • The thing is, people also dodge lobbies because of high ping, especially when there's THAT survivor that won't leave the lobby on his own, even having a 350 ping.

    So what you're suggesting would also affect killers in those cases, which many people will find unfair.

    Maybe when dedicated servers arrive, there will finally be a solution to both the lobby dodging problem and the DC one.

  • Well, if you don't want to talk about equivalent mechanics in place for killer too, you're just getting "no" as a response.

    Actually, neither of those mechanics have a place in this game.

  • No. Evening out any possible advantage the killer may have gained early in the match is not the way to balance this game.

    That would just turn swf teams unbeatable.

  • Enduring has been prettygoodjobsofared.


    I stole that verb from another thread.

  • @TeambossFloze said:

    Bye dude- thanks for letting us know you are leaving. Don't want anyone worrying where you have gone.


    Phew! Now that you've graced us with your presence, we can finally set aside all of our worries, too.

  • @pabloddiablo316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/577367#Comment_577367

    When the game was free on PSn while back now there were ppl bragging how they had deliberatly gotten de-ranked so they could hunt the noobs.

    I have faces over last month rank 14 survivors as killer that clearly from their perks and skill in game are more red rankers (been there myself so know what to look for) but now they are going for quick games where they don't rank upso the can keep scoring quick easy wins and feel good about themselves, I am an avg player myself but try to be fair tomy own code of play.

    As killer I refuse to tunnel UNLESS that person was Toxic AF (Ie flashlighting me when I have not even seen anyone to chase hiding and waiting for me to pass near a pallet to slam it again, I am not in a chase, just on my way to check a gen for survivors.

    I only camp if its end of the game to try and get a kill (lets face it that can soon become 2 or 3 kills or 0 kills dependong on the team). I will admit if someone has really pissed me off I have facecamped them. but I hate it, I prefer to hunt and chase ppl and fidn that more fun for the most part, its a better way to learn the hunting and ambush tactics then staring into thier eyes as Nea ahem the entity has them for lunch!

    as survivor if I run a killer onto someone either a firned or a random my response is always the same "OH CRAP" and then I try to get the killer back onto me.

    I do however not consider it to be camping if like today as killer you hook someone, turn around and all the other survivors are there running around like idiots, that just means the killer is notlikely to move very far and likely dooms the victim on the hook.

    The sheer amount of times too I hook someone chase after someone else nearby and noone even tires to save that person on the hook, I feel bad for them to some degree, its like "I am chasing someone else, why are you not going for the save?"

    when it all comes together, the game can be a great tense game of hide and seek and chases and can have me laughing most of the game, but of late I want to bang my head on the wall as yup here comes a survivor with bubba behind them for the unhook and down we both go

    DBD is a marked game of highs and lows for certain


    That last part about bringing Bubba along just made me laugh. You're right, there's lots of boneheads playing this game and screwing people over.

    I actually think the dumb unhooker should get points substracted from their total in a situation like that and also completely lose a hook stage to discourage that kind of gameplay. That is, assuming they had no Borrowed time.

    But a lot of mechanics in the game are just stuff you'll have to put up with and tolerate, if you want to keep playing. Sometimes you'll wonder if it's really worth it, though...

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