Crazewtboy
Crazewtboy
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- Crazewtboy
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Good chance this is a bait thread but I'm gonna join the discussion anyway. It is gonna be a firm no from me as well as anyone who looks from a balance perspective. I main survivor and while I hate NOED, it is one of the easiest perks to counter. Just cleanse the 5 totems. There is four people and gens really don't take that long and there is plenty of things to help locate totems (Small Game, Detective's Hunch, Rainbow/normal Map). If the killer gets NOED it is the survivor's fault.
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@Enlyne said:
I mean definitely I'd be up to having some sort of opening animation for the hatch instead of this sudden pop-up that gives no reaction time at all.
Anything would likely be better than leaving it as it is.
True. I can definitely see some sort of animation in the future. That is the least they can do and it is probably the most reasonable change to make.
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I think we also need to talk about devotion rewards. At least for prestige you get bloody clothing. Devotion doesn't even give you that. The whole devotion system is kinda stupid. Play for an ungodly amount of time for a little green number (which others can't even see) that shows how many times you got to level 100 and nothing more. I would literally take anything as reward for devotion. Extra shards, bloodpoints, a piece of clothing, hell even some items and add-ons for a character of my choice.
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Clown could do with a bit more map pressure but that is just my personal opinion. Leatherface just needs a base kit rework. He is way to add-on dependent.
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@Enlyne said:
Could we perhaps get some heads up on changes for those Mori/keys yet?
The first one where you mostly get this person who hooks then instatunnels you straight to hell, you leave with 3-4k points and good on you, back to the queue.
The keys which give a free escape for one -or- multiple people, which could happen when you were playing as a cool chill killer without camping/tunneling.
Yeah, both suck, please can we have something about this soon?
Keys aren't exactly a free escape. You still have to do the gens. I'm not saying that it doesn't need tweaking, just that there is some work involved. Maybe give an unlocking animation instead of it being an instant escape. On top of that, make it way more apparent that a survivor has a key. Considering the hatch is put in by the entity (who favors the killer) maybe it could alert the killer when it is being unlocked as well. Like a 15-30 second unlock animation and the killer is notified of hatch at the start of the animation. As far as the mori, no debating that it needs to be looked at. Like you said, tunnelling is the biggest issue with it right now (and to make matters worse it overrides Decisive),and it is making the game really annoying and unfun for the survivor who dies immediately. I have no ideas to fix moris though.
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@1234512345 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196122#Comment_1196122
First swf matchmaking needs to be changed. (Playing rank 15 killer with red and purple ranks swf)
Agreed. And vice versa. Haven't played killer in a hot minute after rank reset so I was rank 17. I queued and got a rank 1. You can imagine how that went.
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@Arxaion said:
https://forum.deadbydaylight.com/en/discussion/comment/1196099#Comment_1196099
Decisive Strike is still very much the bane of my existence at high ranks. I consistently see them in my killer matches, more often than not there will be multiple. It's a sad time, with many slugs.
Damn, that sucks. But you gotta do what you gotta do to get those kills. If everyone has decisive and slugging is the only option then so be it. Typically I would tell you to chase other people, but I know that is the problem with Decisive right now. You could hook someone else and run into that person and they still have decisive, giving them a free out that they shouldn't have.
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@1234512345 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196099#Comment_1196099
but if you play solo you are going against killers who balanced for swf. also teammates are potato.
That is also why the solo survivor queue needs to be changed
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@Calisto_667 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196073#Comment_1196073
If they want to nerf god loops that is absolutely fine since some survivors abuse them and make them invincible but glad you agree with me with the maps being reduced. How is that going to work with pressure killers? Its just going to be a waste of time playing against them
True. And if it turns out it makes them too small, it will only cause people to disconnect or suicide on first hook to avoid playing that killer which is gonna be bad for game health. But if some of the maps are medium size then I'm okay with that. Same with removing the god loops
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Some perks like Borrowed Time are a must. Honestly very few perks are annoying in an SWF when everyone runs them. The main one is Decisive and I don't see a lot of people running that anymore. The biggest issue is probably voice chat, but you can't remove that because most voice chats are built into the console (parties) or a separate app (discord). Easiest thing to do is bring killers who aren't on par with SWF and map pressure up to their level instead of bringing SWF down.
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I think some larger maps need a downgrade. Although what you mentioned is ultimately my fear: that they will make the maps too small and it will make some killers way too annoying to play against
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1196043#Comment_1196043
Not sure what exactly you're referring to, but LT walls are not being changed. The only thing that's being changed is the way they spawn next to other tiles. Having a long wall jungle gym right next to shack for example turns them into an extremely strong setup, even though they're fine on their own. Even if you do make the survivors slip up, they're able to get to the other tile very easily and recover. They're being spaced out a bit so you can play around them and outsmart each other.
Oh, that's understandable then. I must have read that part wrong.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/141903/my-opinion-on-the-new-update
Low fps and poor optimization can still screw you over for console.
True. I've noticed some instances in matches where my frames drop during chases and it screws me over because my console just briefly dies trying to adapt, giving the killer enough time to hit me
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@ad19970 said:
This patch feels a bit like the devs want to once and for all shut up all the people who were accusing them of being survivor sided. The changes look really good.
Like I said, don't really feel the t-wall stuff was necessary once you get a bit better and learn how to counter it, but not gonna take a 100% stand point on it until I see what they do
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As much of a pain the Meat Plant can be, I think it is fine where it is. Hawkins should be looked at all together and Shelter Woods could do with more walls or some sort of cover but that is it. Bloodlust should not be removed just yet. We have to see how the update goes when it hits live servers. Not sure why you put god loops in quotes as they do definitely exist. I have seen them on both sides and it makes the survivor untouchable. That shouldn't be a thing
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@bendermac said:
https://forum.deadbydaylight.com/en/discussion/comment/1196020#Comment_1196020
Auras aren't the huge problem anymore. Still could need some adjustment. But scratchmarks and blood are more of an issue. Even with Bloodhound, blood is sometimes hard to see.
I have to look the next time I get the map. I never typically track blood. Only really use it if the scratch marks aren't there
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Honestly I've never found Mother's Dwelling that bad when I play killer, though I can see how it could cause problems, especially if the survivors are coordinated. For Ormond I just feel they need to make the auras a little more apparent as the snow seems to block them out
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Gen speed would be a start. Hopefully toolbox changes fix that. It is way too easy to escape with a coordinated team of SWF. I also think that self care should be made slower with the healing speeds reverted back to the way they were before that way there is more incentive to heal instead of just rushing the gens
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@NMCKE said:
Hello, the developers are very cautious about releasing this information because it could cause players to abuse it and ruin the fun of others. 😁
Also, questions related to new content will not get answers for the developers.
Understandable. But I hope there is some system in place for that.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1115306#Comment_1115306
This ptb then.
Not much to explain other than the walls are basically pallets that survivors can't throw down, and it's only available on one map.
Ah, okay. Thanks! Doesn't seem like a terrible idea if done correctly
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1115297#Comment_1115297
How far back we talking?
Just back to whenever they brought up this breakable wall idea
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So I'm really behind on the updates right now. Can someone fill me in?
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For survivor I would probably have to say Decisive Strike as even after the rework it can be seen as a get out of jail free card. For the killer side I have a really big grudge with Iron Grasp. Hooks are already close together and it is difficult to wiggle off as is, but Iron Grasp literally makes it ten times harder. It literally isn't needed at all
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1113480#Comment_1113480
Fair enough. We all share your pain. Hopefully the new system will come in sooner rather than later.
Agreed
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1114194#Comment_1114194
It's different for everyone, that i'll admit, but no it's not unplayable because of this set-back.
The match-making is different for every player, and if you experience it more often THAN I can understand how you feel, but if you only experience it sometimes like some players, than it's still playable.
I also suffer from this, but it's the opposite for me since I naturally play with Red Rank Survivors and vice versa, so facing lower ranked Survivors and/or Killers is odd from time to time. As someone who faces the opposite though, I can see why it would be frustrating to face a Red Rank Killer when your skill-set is more around Green (not an insult), so if you experience the issue more often than it makes sense why you're not happy about it. But for someone like me for example, I sometimes face it and sometimes don't.
But besides that...
All in all, debating it doesn't really matter, what does matter is that the issue exists and that BHVR is taking the necessary measures to improve the match-making overall.
I'm sorry you and other players have been experiencing a unfair pairing in the match-making at this time, but it will improve!
I certainly hope so. Also, no offense taken. I'm well aware that I suck at the game right now. That's what I get for taking a break.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1113480#Comment_1113480
It depends how you look at it, yes the match-making for all ranks is out of wack at the moment, but it's still playable if you look deeper into it. If you're a lower ranked Survivor, than it's a hit or miss if you'll get a Red/Purple Ranked Killer, but sometimes it does work as intended and gives you the proper ranked Killer to play with.
To say this always happens is an exaggeration, of course you'll be paired with the right ranks for most-ish of the time, but of course the system will sometimes pair you with higher tiered Killers as well from time to time, so the issue is still there.
The same applies for Killer, sometimes it works and sometimes it doesn't, but it's not unplayable as some players make it out to be. Eventually the system will be reworked though, so it's not going to be like this forever. But for lower ranked Survivors/Killers, I can see why it's a struggle sometimes when you're paired with Red Rank Killers/Survivors that're far above your natural skill-set.
I beg to differ. When I last played two weeks ago I played a total of 6 killer matches at the borderline green rank threshold. 5 of those 6 games I was paired up with rank one survivors who literally escaped in 3:30. So yes, it most definitely is screwed up and yes it is unplayable like some make it out to be.
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@Fibijean said:
Matchmaking is still terrible on all platforms. My guess would be that at this stage, the devs are choosing to focus on perfecting the new system rather than fixing the old one, since anything they do to the current system will become obsolete once the new one is implemented anyway.
That's reasonable. Kinda disappointing because I wanted to get online to grind BP but I'm noy gonna subject myself to that torture
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Depends on how much you play the game and what rewards you want. Personally if the cosmetics in the premium track are worth more than 10$ I'll buy it cause that is a steal
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/963082#Comment_963082
I recommend Hag because I main her but I get why a lot of people don't play her
But yeah, Huntress on good maps for her is so fun. I think Huntress on Autohaven or McMillan is my favorite killer in the game
Yeah, those maps are definitely fun for her. I never can seem to get the teleport down with Hag and every time I try I just fail miserably so I just decided it isn't for me
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I have thought about this so many times but every time I run into way too many issues for it to work. There is just too many factors. For example, this would divide the player base, making queue times even longer than they already are. As @twistedmonkey said, what is to stop "competitive" players from playing the "casual" mode? Some people will just play casual for easy kills
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/963061#Comment_963061
If you're fed with looping you can play Nurse or Spirit or Hag instead of playing the map lottery with Huntress and having a 50% chance of... getting looped
Very good point. I never seem to do well with Hag though and I can't play Nurse so sometimes I honestly just take the chance XD But I definitely agree the maps need to be reworked so you can actually throw over loops
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It is a crutch perk for killers. Ultimately if you rely on this perk to get kills, then it will prevent you from ever getting better at the role. But if you are using it because you use nothing to slow down the game then I don't see it as a major crutch, just a minor one (before people yell at me, yes I do believe survivors have crutches too). I particularly dislike it when playing survivor if it is on a one hit down killer such as Billy or Michael. The fact that people feel the need to use an insta-down perk on a killer that can already insta-down is kinda sad and I wish we could teach people how to use the power better so they no longer feel the need to run this perk on one hit down killers. But ultimately, each player paid their money for the game and they can play it how they see fit as long as they aren't cheating
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@BloodMoneyMerc said:
Not sure if I'm the only one experiencing this, but literally 80% of my matches the past few days are against Huntress. I really started noticing it when the double bloodpoint event began. I'm a rank 1 survivor (but not all killer I go against are red ranks), so I'm not sure what the correlation is. I might just be on a lucky Huntress streak or something, just not sure if I missed something about her that has everyone playing her all of a sudden.
(For context, I would barely get Huntress matches but now it's like they all came out of hibernation)
Might be killers getting fed up with looping or just trying to make their lives easier during events. I know there used to be a lot of huntress mains too and from my experience whenever an event hits all the people who don't play the game come out of hiding for the event
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I don't find it as that much of an issue. If he sees you looking at him, then run. If he stalks you, run. Running is key to avoiding his power if you don't want to use perks such as spine chill. It doesn't matter if he marks/sees you if he can't hit you.
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I literally had a Claudette last night stand in front of me while on the hook and wait until I almost went into second phase because she was too scared that Ghostface was sitting there. She was already in front of the hook and all she did by waiting was screw me over as he eventually came back. We should really have an advanced tutorial for things like this.
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@FancyMrB said:
Role switch button and ability to select 1 challenge for Survivor and one challenge for Killer.
There used to be a role switch button before the party feature and I would love to have it back. Also the ability to select a killer and survivor challenge would be nice so you don't have to constantly switch. I've went into so many games with a ritual for the opposite role equip and it is annoying.
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@whammigobambam said:
I would like devotion to give a blood web that has fireworks, bloody party streamers, and more. Also p3 50+ blood webs should give at least one bloody party streamer per blood web.
@Mew said:
i want devotion to actually mean something, prestige to be more than just bloody clothing that sometimes isn’t even bloody, and to have map reworks more frequently
Agreed. Devotion means jack right now. I think the bloodweb idea would be really cool. As far as prestige, I can't see them doing anything else for it besides maybe adjusting the clothing
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@humanbeing1704 said:
may be a gimmick thing but a option to choose whatever menu music from the ones over the past years
That would be really cool! There are definitely some versions of the theme I like better than others!
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As good of a killer as she is, I'd have to say Huntress. Her perks do literally nothing for her and there is a reason why nobody runs them. The only useful perk she has is lullaby and that's a hex totem. Once you finally manage to get the 5 stacks it is a small inconvenience at best and that's assuming you were lucky enough to have it last that long.
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@goat10em said:
Are the devs ever going to fix the huntresses hit boxes? I swear it is getting worse. Those hatchets go through walls now. It's insane.
I wouldn't mind that. While we're at it, can we please make it so the hatchets can be thrown over ######### so I can actually counter looping like she is meant to do?
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/954719#Comment_954719
When shrine got released, we had less DLCs and perks. Now with so many DLCs and perks, it's very unlikely for a new player to pick up perks he wants/needs.
A rework could be to restrict the shrine to only put in DLC perks, or make the shrine player individual instead of the same for everyone. Just some quick ideas, but I really think the shrine is outdated
It definitely is a little outdated. Maybe turn the shrine into a type of shop where players can spend their iridescent shards to buy perks they specifically want. All perks would be available for purchase at any time, but some would be more expensive than others. These being more popular perks such as decisive, self care, bbq and chili and more
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@DwightOP said:
- remove the BP cap or increase it
- make devotion (player level) meaningful
- rework the shrine
- fix the sound and make it high priority
- let us combine cosmetics in the shop before buying them
- let Trapper reset his trap on the spot
- remove the repetitive button pressing at struggle state. We aren't monkeys.
- bring back the old pallet kick animation from killers POV
- introduce survivor rage quitting leaving a husk to pick up and hook by the killer.
- bring back the beautiful ultra rare colour on perks
I'm gonna be honest, I agree with almost all of these. I can't speak for the old animation because I don't even remember what it looked like. The ultra rare colors for perks I could do without if I had to as well. But everything else is a definite. Bloodpoint cap is just stupid and prevents you from easily saving up points for a DLC release, I've been saying devotion needs a reward for the longest time, Trapper resetting his traps and survivor husks would be amazing as a quality of life update for the game. My only question is how do you propose we rework shrine?
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The opinions of others are more than irrelevant when it comes to gaming. Ultimately, the other player who messaged you is just upset they lost and is taking it out on you instead of reflecting on their own mistakes. You paid money for the game, you play how you want, not how others want you to play. Trust me, you'll get better if you keep at it. As far as ranks, I'd like to say it should take the highest rank of SWF and queue them by that rank, but I could be wrong. It could still be taking an average of the group. Or there is a chance that it couldn't find anyone to queue with, so over time the rank gap expanded and put them in a match with you.
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This is not the way you fix the issue. You fix the issue the way the devs are currently attempting to fix it. By bringing other killers up to a standard so they can take an SWF team.
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And you tried to improve all the negative posts by making a negative post about the negative posts?
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I agree. He is just fine where he is.
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@Micheal_Myers said:
So, heard you can skip tiers in the rift by using AC if you bought the Rift Pass.
If that is true how much does each tier cost? (Imo it should cost 5 AC each tier)
Know idea but it definitely wouldn't be that low. It would probably be about 150-200 that way if you decide to skip a lot of tiers they make a profit.
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@[Deleted User] said:
things like that happen all the time but when you expect something the opposite happen so when you use point offerings do not expect to have fun match or get a lot of points and see if something different happen
I might just have to try that!
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Working on doing mine now. About halfway through. Killer ones are probably a bit more unbearable just because of the queue time.
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I took up for the devs before release, but if this is true, I don't blame people for being angry now. A lot of these are near impossible to do. Is this something you can actually view in the game? Or is this something pulled from the files?