Avatar

Dehitay

Dehitay

About

Username
Dehitay
Joined
Visits
2,872
Last Active

Comments

  • DbD tried optional 2nd objectives about 2 Halloweens back. Even though they were completely optional, it destroyed survivors. Personally, I think they should just add something to make gen rushing more difficult (ex: every time a gen is completed, a feedback loops causes all unfinished gens to explode and reduce 50% of their current progress).

  • @humanbeing1704 said:

    Killers shouldn't be entitled to 4ks as well

    They shouldn't be entitled to easy 4Ks like what Ebony Mori does. But if they outplayed the survivors in a straight up game, there's an incredibly valid reason why they should feel entitled to a simple 4th kill instead of it being more difficult than the previous 3 kills.

  • Are you telling me that after survivors fail at their primary objective and then the last survivor fails at the 2nd chance to escape, that their 3rd chance to escape is only 16%? Damn, that's incredibly unfair. Obviously, the logic that 50% chance escape on primary objective, 25% chance on 2nd, and 12.5% chance on 3rd would be the most direct path will have to be ignored for the sake of this conversation cause there's no room for logic here.

    How dare survivors have such a small chance to escape and deny killers a 4K after the killer has played the game far better than the survivors and clearly doesn't deserve to be rewarded for it?! I think we need to install a 4th chance for survivors to get out in order to make this fair.

  • This strategy is the counter to itself against competent survivors. A hard 3 gen patrol from the start means that you'll escape chases with ease. So all 4 survivors should survive until only the 3 gens remain. At that point, all you have to do is have at least one person on each gen that just runs whenever the killer comes at them. Again, against a hard 3 gen, you'll escape every time and one gen will always be worked on. It's really the easiest strategy in the world to work against except for doctors if they're truly committing to only protecting gens. Which is why killers almost never truly do it.

  • The annoying thing about this one is that the survivor equivalent is to escape one trial with Claudette.

  • Main reason I dodge is red ping.

  • Deep Wounds got massively nerfed the last go around, so I highly doubt it's any more of a problem than it used to be. You have more time to mend, and now survivors are in 100% complete control of whether or not Deep Wounds progresses. While the Doctor is definitely the best at taking advantage of Deep Wounds, even he shouldn't prove any real threat now that the status has been completely nerfed into the ground.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/913030#Comment_913030

    You haven't truly played killer until you've tried Blood Warden with Fire Up

    Clearly, you haven't truly played killer if you think either one of those perks is a valid reason to abandon a hooked survivor to go open a gate.

  • @StrodeWins said:

    SWF isn’t a bad experience if you don’t let it.

    Adapt.

    Play different killers, and learn which one you like so u can kill.

    Facecamping Leatherface isn't a bad experience if you don't let it.

    Adapt

    Play different perks, and learn which one you like so you can escape.

  • @Peanits said:

    The short version is because we'd rather focus our efforts on the main game before branching out into different gamemodes. To use 2v8 as an example, that would be a nightmare to balance. Even if both killers are chasing someone, that's still 6 people on generators. There's no way you could apply enough pressure to stop them. Beyond that, it would split the playerbase, which means longer queues for everyone.

    I wouldn't be against it some day, but it's not exactly a priority.

    What could be done with ridiculous ease that would make the game more fun would be to add bloodpoint gains for KYF at a reduced rate (ex: 25% gain from a regular game). Since bloodpoint offerings are already disabled for KYF, you wouldn't even need to worry about that.

  • While the title of the thread is a bit confusing, I'm gonna guess you're trying to state that genrushing isn't the survivor equivalent of tunnelling. While of course, they're not exactly the same thing, it pretty much is the same set of principles. It's the most efficient way to play the game for both sides.

    I really don't know what you were going for with that list as it doesn't really emphasize any differences or fully define anything, but 3 does seem to imply a point that you think genrushing isn't annoying to players while tunnelling is. I can tell you straight away that genrushing is annoying for players. The fact that Ruin is almost mandatory against efficient survivors just to stand a chance is the same as DS being almost mandatory against efficient killers. The big difference is that for some reason, killers seem more likely to understand that the devs are to blame for the efficiency genrushing than survivors are capable of understanding that devs are to blame for the efficiency of tunnelling.

  • Being made to play differently is actually entertaining. I don't know why you would have a problem with that. The real problem is that the devs didn't really think through some of the challenges obviously encouraging unfun playstyles.

  • @Mtom912 said:

    I mean I view it point wise, ignoring if survivors are just being toxic

    if a killer slugs for a 4K - the game will potentially last 5-10 minutes longer for 400ish bloodpoints base, nothing else, except some emblem but serious who cares about rank, especially when it’s a insignificant amount of 1 emblem value max

    99% doors - prevents bloodwarden, can allow you to save other survivors so they can escape, which is 1500+ bloodpoints only including saving bloodpoints as well

    Wow, can you make it any more obvious that you don't play killer. Getting a 4K alone rewards 2500 bloodpoints not including chase points, hit points, and hook points from the 4th survivor. And boy is that some wild close minded bias saying that getting saves are worthwhile and getting kills are pointless.

  • @konisk said:

    Me and my friend always DC when killer is toxic, for example tunneling, so they can enjoy derank for 10-15minute wait

    Basically, it's little crybabies like this on both side who can't handle losing so they take a last ditch effort to annoy the opponent because in their mind, that's some form of victory.

    The reason it's suddenly more popular is the same reason Prayer Beads Spirit builds are after the announced nerf. People are abusing things as much as they can before they get patched.

  • @LordCyphre said:

    Remove killers from the game already. No matter what they do they always ruin the fun of the survivors.

    lol, this pretty much hits the nail on the head

  • If you don't instantaneously disappear from the map after hooking a survivor, then you're camping.

  • @Karl_Childers said:

    Disconnect games were not included. If there was a disconnect, the entire match was thrown out. I saw Peanits post that somewhere.

    @SilentSpectre said:

    The devs have said that DCs were excluded

    Oh, that's good. By any chance, does anybody have a link to where that was stated? I didn't see it in the original post, and I haven't seen the post they stated it in yet.

  • @Elk said:

    https://forum.deadbydaylight.com/en/discussion/106895/straight-up-question-for-the-devs-do-you-plan-to-do-anything-for-killers-dealing-with-swf

    They want to buff solos first to the standard of swf. Then they can make killers stronger against swf. If they were to buff killers to be better against swf, solos would be left behind. With the new Kindred buff, it's a step in the right direction.

    I've heard a mention of a Kindred buff a few times in this thread, but when I went to check out the patch notes, it seems to imply that they're switching from all off the hook survivors being able to see auras when the Kindred survivor is hooked into only the Kindred survivor being able to see auras when somebody else is hooked. Is that the case? Or is the description misleading? Cause to be perfectly honest, that seems more like a nerf than a buff to me.

  • What the hell?! How are so many people suggested EGC to start from survivors doing nothing. Did it really escape everybody's mind that all survivors have to do if something like that is introduced is hide all game in order to get an easy escape? A much more logical conclusion would be for the survivor's aura to become visible after a certain amount of minutes without working on a gen, being in a chase, healing, or doing anything of value.

  • Unfortunately, this game is too much based on hearing to really be played in the same way by deaf people. I have a deaf friend and as much as I'd love to play with her, this is one game I can never recommend for her.

  • @Mrwood204 said:

    I wouldn't even say you need to be well versed. I'm not a seasoned player (typically between rank 12-15) and I didnt have too much of an issue.

    Granted...I got lucky with the flashlight one where the killer let me do it.

    That was the hardest one for me. I blew through 4 flashlights before I managed to get 2 blinds. But still, the tome wasn't hard enough to complain about. It's just too many spoiled brats want things handed to them on a silver platter rather than have a challenge be challenging.

  • Survivors working together on gens actually slows the genrush in addition to making them easier to find and deal with. It would actually make more sense to encourage them to work on the same gen to slow down the game. I always thought it would be a good idea if every time one gen is completed, a feedback loop runs through the wires and makes every other gen with progress regress by 50% of the progress made. That way splitting up is slower and safer, but being together is quicker but dangerous. Survivors would have to make a choice.

  • If your primary argument for it being good is that you can "easily" get stacks by playing stupidly, it's not really a strong argument. BBQ give stacks for playing intelligently. Why on earth should WGLF stacks be based on stupid gameplay. In its current condition, you're either not getting 4 stacks most of the time, or you're doing something inefficient in order to force those stacks.

    It's been suggested time and time again that WGLF should give stacks for healing a teammate for a health state. It's something you don't have to compete with other survivors for since more than 1 person can heal another, and it fits in perfectly with the theme "We're Gonna Live Forever".

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/843824#Comment_843824

    Yes, I am gonna go into multiple games to get up to 200,000 BP, only being able to earn up to 32K to the challenge each match

    I am gonna get 20 gold or iridescent emblems

    It just extremely boring to do these challenges, and some of them, like liberator and the pallet challenges, are just stupid in so many ways

    Ironically, you just admitted to how easy those challenges are. Yes, you ARE going to end up earning 200,000 bloodpoints. You would have the stop playing altogether in order to avoid that. And yes, you will get 20 gold+ emblems. Both will be done just by simply playing around 8 to 12 games. Then problem here is that you're so impatient that you want them done immediately even though you have 2 weeks between tomes. Learn to put some effort in. The dead times between tomes is more annoying than having to play more than 2 games to finish a challenge.

  • You have 2 weeks to complete a tome before the next one comes out. What the hell is the point in making it so ridiculously easy that you can complete it in a day or two? Stop being so lazy to put forth such minor effort into completing something in a quarter of the time they gave you to complete it.

  • @TheAntiSanta said:

    The plan they have to deal with it, won't work until Dedicated Servers are live and functioning. That's why it is taking so long.

    To implement a solution now, would take time away from that project, and probably be horribly rushed and accidentally ban you for nothing, because of course it would.

    Dedicated servers are live and functioning on the PC side. That's not the reason it's taking so long. It's taking so long because instead of pouring resources into the one problem that the community is actually unanimous in wanting fixed, they're prioritizing nerfs instead.

  • Is there any video evidence of this? Cause I sure seem to be hitting the invincible person a lot when I'm at a distance where I need to rush it.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/841346#Comment_841346

    They can't release ones which are tied to a contract without permission. That is not to say they haven't tried but it's not something they can just do.

    The bloodletting one had a monetary value attached since you had to buy something from the store to get which could constitute false advertising.

    It's always better to try and do something to stop the scammers than nothing at all.

    Every skin being released was just about someone's time whether it was going to the stand at a show, playing in an event or spending time on a website for a giveaway.

    There are also a lot of people who have lost the skins due to the older system and how they were stored and can't get them back due to that.

    You're correct. It would be false advertising to say something is exclusive to a certain means of getting it and then it turns out not to be.

  • From what date did this site begin collection for its data?

  • @gaydavidking said:

    They've literally said in the announcement for the exclusive cosmetics being released that they're not bringing Legacy back, even for those who lost them, since they've said before they wouldn't and they don't want to go back on their word.

    They said they weren't going to be making Legacy available to anybody else, but not just because they previously said so. Behavior doesn't have any strong stand against going back on their word.

  • The power changes and the change to some addons were reasonable. More than half the addon changes were uncessary. But the biggest issue at hand is that a significant amount of you seem to forget how Behavior operates.

    Remember back when they were talking about how they were going to balance the nurse? "Don't worry, we'll be primarily focusing on her addons". Then BAM now you can evade the Nurse by simply running in a straight line.

    Admittedly, the Spirit will still be high viable if they only change her as they listed, but I'd be willing to wager $20 that the changes definitely won't be what's listed.

  • What really disgusts me is that they decided to work on these things instead of working on the disconnecting problem which is a far more globally hated issue. Every time an update comes without the husk system they were talking about getting at least tested, I feel disappointed.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/834529#Comment_834529

    Were you around when people started playing it and people were complaining in every single video that you cant kill anyone?

    Currently it's fine...but during those days...damn...

    Was there some beta version I missed? Cause you can kill everyone. Hell, that's a huge story plot.

  • The problem with the kill rates that the devs release is that they count disconnects as kills and the kill from games with rage quits in them also put survivors at a massive disadvantage. If they ignored games with disconnects (which is a very significant amount that clearly skews data), then kill rate would be a lot lower.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/833993#Comment_833993

    Oh... have you never been a part of the smash community? Or sonic? Or undertale? Or pokemon (at least currently) ?

    Undertale? You're claiming the Undertale community is whiney? Where the hell did that come from?

  • Let me get this straight? He "facecamped you until you hit the struggle phase" and then you disconnected out of frustration? I can't believe so many people missed this, but if you were in the struggle phase of a hook, you don't have to disconnect to get out of the game quickly.

  • Trapper did get QoL change. You probly just weren't playing at the time it happened. Both Trapper and Hag traps take less time to place now so setup for trapper isn't a huge pain and Hag can trap mid chase without getting way behind.

    Legion's change was the increased movement speed which was by no means worth the most simultaneous nerfs record for a character being established.

    You might be right about Nurse getting broken down though. The only upside I've heard of is the plaid flannel addon blink indicator now has easier access, but I haven't played her enough to know if they just decreased the rarity or added it on more items.

  • Based on the price of other items in the game, it's doubtlessly worth it in comparison. At best, you essentially get everything for free. And even if you do horribly, unless you barely play, you're still coming out ahead in the end.

  • How the hell is everybody struggling? If you're "grinding", this should be the easiest thing for you. I'm at level 18 right now without really trying. I've actually gone some days without even playing. Simple math tells me that if I've made it to 18 within the first fourth of the battlepass, getting to level 70 will be no problem as long as I'm not so ridiculously impatient that I think I should be able to have everything done within a week and then rage quit when the impossible doesn't happen.

  • There's only a single reason I don't play survivor more than killer and it's the difference in bloodpoint gains. Once you can get as many bloodpoints as survivor, I'm going to be playing survivor like crazy and enjoy the benefits brought because Behavior doesn't have what it takes to balance swf.

  • Disconnects count for that particular challenge. The bigger issues is going to come during the 4th part of the archive where you need to mori all 4 survivors. That's when the rage babies will truly make the challenge impossible. But at least Behavior mentioned the husk system that could seriously help the problem before doing nothing about it.

  • The lawsuit is actually all the more reason that it would be possible for him to come to this game. While he can claim the right to the "Friday the 13th" title, he has absolutely 0 right to Jason as a killer. And you know which game uses characters alone outside their title franchises? Hint: Think Ghost Face.

    The lawsuit might have killed the original game, but since DbD only needs the character, it would be the perfect ground for him. Though if they're still trying to save the game, they would probly want to keep him for that one.

  • @DWolfAlpha said:

    Also, DCing counts too.

    Does it? I got it first try, but if that's the case, it's even easier than I thought. Put on any secret offering and watch some rage quits.

  • There is a discord for Dead by Daylight that has swf channels to easily find people to play with.

    https://discord.gg/V2EkGv

  • I just wish you could get more devious bloodpoints from sneak attacks. He's kind of stalk dependent to max out bp gains

  • @SilentSpectre said:

    Hot take: make ruin base, and make it expire after a set time dependent on rank

    That would needlessly invalidate a perk. It should be some other course of action. The idea of generators being slower to repair in early game would work.

    I've always thought that it would probly help gen rush problems and make things more interesting if every time a generator is finished, all other unfinished generators in the game regress by 50% of their current progress. Then you would either have to choose between survivors working on multiple generators at a slower rate where they killer can't take care of them all, or choose to have multiple survivors running in a group working on generators but putting themselves at more danger against the killer.

  • Now that dedicated servers are out, there are a lot more options for working with disconnects. One of the ones that devs actually talked about was leaving survivor characters as afk husks in the game that others could still interact with. This would solve the problem of intentional disconnects purely for the sake of screwing over the killer which happens to big a gigantic chunk of them. And it also helps both killers and survivors get bloodpoints by interacting with the character instead of immediately ruining it from the game.

    I've always thought the bloodpoint rewards given for disconnects was pretty much a joke. If they can't do the husks, a very easy solution to implement would to be to give every player in the game 2000 bloodpoints in each category per disconnecting player unless they were grouped with them in a premade and increase survivor repair speed by 33% for each disconnected survivor. This again takes away the incentive to intentionally disconnect and takes away some of the annoyance of disconnects.

    As far as the punishment system goes, obviously the increased wait time for anybody who has disconnected is a decent idea. Any truly accidental disconnects or people that had to leave for emergencies clearly need time to sort things out so this won't affect them as much as players who just ruin others games selfishly and shouldn't be disconnecting. The ban system is currently so weak, I would be incredibly surprised if anybody got accidently banned for too much disconnecting. Now that they have dedicated servers, they can actually program the system to detect if a disconnect happened right after an event like a down, totem getting cleased, getting grabbed, flashlight saves, or something along those lines and increase progress towards bans for those disconnects cause those are the signs of intentional disconnects a computer can recognize.

  • Let's also ban survivors who work on more than 1 gen at a time while we're spouting out stupid nonsense.

    Honestly, you could have actually made an intelligent point like saying there should be more options for survivors when the killer decides to camp, but you went into full close minded mode.

  • Myers would be so much better if Boyfriend's Memo increased his EW1 movement speed instead of being such a crappy addon.

1 … 16 17 18 19 20 … 31