DemonDaddy
DemonDaddy
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@Pirate said:
I dont want to talk your idea bad because I really would love it BUT people are reporting everyone as soon as they are loosing!
Look at all the people crying here on both sides, they for sure try to get everyone banned who made them loose. So if your system is not designed to handle over 90% of all matches at all times it will not be usefull and if it can handle it so it should be annabled at all times anyway.
Don't think they will ever be able to eliminate false reports. As the system is now though, they get reports with no evidence and always after the match is concluded.
If the system works at detection, hopefully catching cheaters in-game, devs Could always add penalties later for repeatedly false reporting players. Flagging every match at launch or ending should be discouraged to promote accuracy and deal with the actual issue not salt.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2519904#Comment_2519904
But the perks by themselves don't win/lose auto, you still need the person behind, (survivor or killer). Now, say that they do not help or create unbalanced situations is quite different.
ps: mmr in theory should exactly take into account the mistakes and abilities of each one there.
Well I can't think of any killer perks that create an unbalanced situation which survivor actions don't have to facilitate first. I am doubtful that sbmm is taking the details of result context accurately.
I agree that mistakes and the capitalization of them are completely on the players. Perks can extend time or semi correct choices, but the player must be capable of using the opportunity.
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Killer perks don't win the match for them, survivor mistakes do. The perks only grant more time when combined with survivor's poor decisions.
If your hitting a wall as survivor, it's time to reevaluate the way you approach various situations.
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She's fair
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2518206#Comment_2518206
I am not stating not to play those killers, yet if you do you will if you are good face better survivors due to their strength level.
The whole argument is that each killer will be performing at your and their highest level.
Balance in this game isn't made for decently good or great players, those that claim to roll with the top 10% and claiming it is fine for everyone else... are just not understanding the reality of the balance and now they lose, drop a bit in rating and notice no difference... and still claim it is balanced? It isn't fine for a pretty big margin, because keep in mind at the lowest levels the coin flips.
https://forum.deadbydaylight.com/en/discussion/comment/2518270#Comment_2518270
Yet the way one speaks about how amazing they are how they have months upon months of unbeatable streaks... are now not able to face good survivors and go this is unbelievable unbalanced and in the same breath states well the balance is fine?
This is not reality, you cannot have it both ways... either the balance is not good enough to play killer or it is fine and your complaints about being a killer are not actually true. Especially when they claim it isn't fun for high survivors either as they only face 3 killers, while at the same time the entire roster if they play it faces these same people.
If the survivors are beating you, they would move up and leave your bracket just the same. MMR systems are a two part system, claiming you always face the exact same survivors makes no sense at all, or you are at the higher levels without crossplay which is well known to be even more sweaty.
@Pulsar the argument you are boosted is not holding ground if part of it is based on theoretical reasoning... what you are experiencing is simply the balance of the game... yet it is fine?
Like seriously all of those responding to me claiming the balance of the game is where it should be... while complaining about their killer experience, how exactly is it balanced? I am not a thousands of hours Chad, I don't claim to even be that good and all that higher queue times, facing meta survivors, SWF teams, map offerings and having to play in the 'not nice manner' is as valid in my lower skill bracket as your claims of high one... so... how exactly do you claim it is fine? Do you smurf or something and experience the game at the lowest levels?
I make no claims that the balance is fine. When focus is targeting inexperience/casual skill it begins excluding those that overcome their personal mistakes. I also wouldn't dismiss those statements of continously facing high rated survivors. It has been stated that que times will overstep sbmm when necessary.
Everyone should be skeptical of what is considered a loss worthy of sbmm reduction. When emblems/score screen gives a brutal over displeased with zero hooks, how crushing does the defeat need to be?
A killer that struggles may never go up in the top bracket, but they may do just enough that they don't leave it either.
Given my personal test findings; forcing yourself to drop out is not all that viable either. Losing is not a garuenteed downgrade.
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Perks are fine. Survivor failure, solo or swf, is on them.
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Yes change keys.
Noed is fine, hardly ever activates since busting totems is an actual side objective.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2518171#Comment_2518171
Thank you, thank you thank you. I wish I could save this post to copy/past in the future. I'm glad this forum is not entirely devoid of people versed in logical reasoning.
You can do well enough not to lower your sbmm but still lose the match. Getting beaten is not enough on its own to throw a killer out of que selection range for high tier survivors.
Chances are that sbmm lowers at a far slower rate than it takes to go up. I highly doubt it's a clear 1to1 ratio.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2517898#Comment_2517898
i recall killer mains complaining about survivors "abusing" Decisive Strike or Borrowed Time way back when it wasn't nerfed to the dirt (i think some of them are still complaining about these perks in its current state lol). so from what you said, when the announcement for the nerfs for DS and BT came about, you could say the survivors are just using the perks that are in the game, yes? so why should the killers get concerned?
My point is, announcing nerfs like this to survivors/killers really just bring undesired behaviour in the game. I wasn't around when iri head was announced to be nerfed, but i read that a lot of huntresses were rocking this addon with the belt in every game, which would ruin the game for a week or so.
That was the best time I've ever had vs huntress. Aside from the DC tantrums, it was nice to have a consistent threat.
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These changes make spirit Guess while survivors will have clear information.
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Highly efficient play is unbalanced.
Everyone strives to play better. No one caps out as a potato unless they are actively ignoring ways to improve.
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Not abuse.
Fairly reasonable that killers want to use up any good add-ons and offerings while she is still viable against good survivors.
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Context, wins based on dumb mistakes don't negate the need for balance.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/282283/breakable-walls-should-have-been
Play pyramid head. Get good with skill problem solved for you and a many other people whom simply want it easier for both sides.
I think this would be a good qol map improvement than a skill fix. Walls aren't stopping killers from winning and not getting survivors killed. Walls do have a tendency to be placed in poor positions where as a Breakable window could be placed anywhere even near a permanent window and still provide something for both sides
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Hit and run is far more fun than constant chase against the meta shift w run
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@Aven_Fallen said:
No Killer has ever lost a game due to a Breakable Wall. Breakable Walls at least give some Main Buildungs a meaningful Loop without turning them into oppressive Loops like before (e.g. Ironworks).
Calling the Breakable Walls on The Game a good example is as wrong as it can be, if any Map should have never had breakable Walls, it is The Game. Because of those Breakable Walls we have a Gajillion of safe Pallets to compensate for the Deadends created.
I only referenced the game because it is a primary example of dead ends which are beneficial. Otherwise I agree as the devs over-compensated with safe pallets.
I also agree that breakable walls won't lose the game for anybody. I just find there existence most usually tedious at best.
Simply suggesting that if they were to remove the breakable wall in favor of a window version, you could still maintain strong Loops but grant the killer the ability to widen a survivor's margin for errors.
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Overkill on the changes. Devs could have picked one and at least waited to see the impact. This just gives survivors complete control while the spirit is left guessing now.
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Killer play really needs some tlc to improve gameplay. Doesn't have to be hard buffs to every killer, but qol changes to diminish the clear gap when facing newbie survivors and veterans. So much of the balance is geared towards subpar survivor play but doesn't address when they actually get better.
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I'm amazed at all the bad survivors coming out to gloat. With claims of no counter play I doubt they were good enough to worry about top tiers anyway.
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Expect fun add-ons like increased hearing for footsteps on killers that have no stealth approach.
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Usually I see teammates under performing. Making bad plays like sitting at short pallet loops or running straight into dead zones.
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2v6
Anything more than 4 survivors on objectives and your gonna need a junkyard of generators to balance out actual play time. We already have matches under 5min and that's just with 3 on gens while one is chased.
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@WESTBROOK said:
https://forum.deadbydaylight.com/en/discussion/comment/2513773#Comment_2513773
Him starting out with 2 traps... doesn't help with his actual issue? His set up is faster sure, but people can still dead hard over traps and end the chase completely right then and there. Not to mention people who are injured and run into traps receive no consequences, other than... being stuck for a bit. Which unless the trapper is within 10 feet of you, means literally nothing.
Don't forget teammates can buffer disarm traps so you can run over them safely.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2515233#Comment_2515233
Are you trolling or serious? I can't tell. Sabotaging traps has been removed from the game for, how long now? Two and a half years?
Ah, must had been a hacker then. Thought that was the case but had a survivor busting them or respawning elsewhere a few days ago.
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Sound to make tracking her vague. 👌
At the same time adding visual tracking which will pinpoint her movements. 😱
Where is the adjustment to her skill ceiling? This is just making things more difficult on the killer and removes any mindgame advantage from her power.
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Clarified and retracted
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I'd take oblivious over blindness any day for my killer Arsenal.
I think bloodfavor would be better if it was like an ingame blood warden. Hook them and it disables loops around gens for its duration.
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Gates were open for 30s, the win is on the survivors that stayed not the perk.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2513009#Comment_2513009
Yeah, just play better and coordinate with your solo teammates telepathically so you don’t get slugged to death 4head. If you’re not a pro survivor you deserve to waste 4 minutes of your life bleeding out, shame on you for daring to make mistakes in a video game.
Everyone makes mistakes, it's bound to happen. Don't need to be a pro, but everything before the down are the basics and core of the game.
As for solo, everyone is capable of combating slugging without the communication. For the most part I think it's simply waiting too long to go for the pickup that is the downfall. The moment Survivor number two hits the ground get going for the first one.
Better to ditch a gen for the save then be left without any other distractions for the Killer.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/2513009#Comment_2513009
It's called playing solo queue without unbreakable/soul guard against a face camp slugging Twins with Deerstalker and Sloppy Butcher. No amount of skill is going to get you out of that situation without either good coordination or the right perks, especially in a dead zone.
Solo is the best way to play, for me at least. Sbmm has only made it easier.
Personal skill will show how you compare to your teammates, are you the first to be slugged or are you last one standing carrying the team from a 4m bleedout? Altruism requires teamwork, avoiding/escaping chase is entirely self reliant.
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Can solo pre-drop every pallet now with sbmm. Teammates are efficient enough that there no need to conserve pallets at all.
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We don't need free saves just because a survivor makes a mistake and loses their first chase. If we get caught there's no right to dictate the events after.
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If a survivor is unable to play in this scenario, it speaks more for the ability of the player and teammates than the killer. It's up to survivors to avoid the killer and provide altruism, death by slug is a result of personal mistakes and failed teamwork.
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Yeah not planning to play killer again for a long while.
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Well killer still gets me if I make mistakes, but at least teammates are competent enough that I'm not always last man standing anymore.
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Doesn't equal easy hooks if the survivors are decent.
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Killer loses potential uses.
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@stormy_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2506948#Comment_2506948
u assume u never pick spirit dont u ?
She's not a killer I enjoy using, still fun to go against though. Leveled her for the perks and haven't touched her since.
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I'll assume common survivor mistakes are still making her difficult.
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Same bad experience with killer. Survivor is still going extremely well.
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Always thought it would be interesting if the survivor that breaks a hex would solely take on its effects to spare the team. Similar to activating glyphs.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2505297#Comment_2505297
You know if the system works properly than every game you play can be against chill players. You yourself just also have to play chill.
What you can't do is be serious yourself and expect to play chill opponents
Don't know how I can play anymore chill as killer and not be considered afk.
Have yet to see any changes in mm. Most frequently it's the same builds and swf groups, I even noticed names that have appeared on streams I watch. Not trying to boast, I know I'm not that good to be in the same pool as people that play for a living.
Playing chill, nice, or meme builds just lets survivors escape that much faster. Between ques and the experience, I'm gonna move away from killer again until they announce more news/changes on sbmm.
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Survivor experience is the same if not better. Solo teammates feel more capable and killers are a threat intent on eliminating me.
Killer matches have only become more difficult even after multiple matches of complete defeat. Every game has zero room for a chill approach to play.
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Hex strength has repeatedly been referred to as not overly oppressive for a balance goal. I'm skeptical that this will also apply to boons.
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My survivor matches are showing that killers can't compete with team efficiency. Same meta perks you describe, but completely different outcome.
Wonder what your teams are doing wrong?
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@H1GHLVND3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2502205#Comment_2502205
yea, how do they, can someone answer
Don't think anyone can assume their own as mm can still pair you up or down based on que times. While not a guarantee, just some things I've noticed more since sbmm has gone live.
Signs your teammates/survivors are at least up there;
Tight tile looping, hugging walls and reading killer before mindgames or direction change
Immediate flashlight blinds, little to no aim correction
Gen pops to hook ratio, they will predrop every pallet if gens are being worked
Efficient multi looping into a deadhard for pallet safety, stringing 2 tiles together to avoid using the pallet altogether
Perfectly timed pickups, they know exactly when to move in for a slugged teammate
Willing to take a hit while using teamwork to finish a gen negating killer combo like tinkerer & pop
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2 tips which reduce camping effectiveness;
Avoid attention and assume you'll only get your first chase
Utilize the first tip and be one of the three survivors to push gens while the killer is occupied
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@miketheratguy said:
I don't want to beat up on BHVR (not saying you are, just speaking for myself) but on PC over the last week or two I also have seen a strangely high number of "disconnected from server" issues after a match, a match not starting because of an apparent disconnect by someone else, and the occasional DC that doesn't seem intentional. Once in a while there are pretty jarring lag spikes as well - not as consistent as they were a couple of months ago (I'd say they happen for about ten or twenty seconds maybe once per 2-6 hour sessions for me) but they still happen.
Console players still have it worse I'm sure but yeah, I can vouch for some PC issues. Don't know why I'm getting the 8XXX error so much lately. OH, I also got my first BSOD while playing the game which is as worst-case scenario as it gets (short of my rig exploding and killing me and everyone I love). Got an automated report request and everything. That's never happened in my 6 months and 700 hours with the game. Happened EXACTLY as I crossed the escape line in a match with a farming Wraith. I think that even the game couldn't comprehend the possibility of a Wraith game that wasn't profoundly cheap. Zing! Take THAT Wraith players!
Yeah not trying to bash on them, just think these are some major issues that require a fix focused patch without balance adjustments with the potential of creating more problems.
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Equipping a hex to protect another hex because your concerned the first one won't be hidden well enough 🤣
Just seems like a wasted perk slot for a combo that only does the work of one perk.
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This is what happens when you exceed the core audience game balance is built for.