DisappointedUser
DisappointedUser
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1068620#Comment_1068620
I would like to see the numbers on killer to survivor ratio. Here in the forums you would think there are so few killers, yet my game experience is very different.
I primarily play killer 85% of the time. My que times on PC, U.S. midwest are 5 to 10 minutes in primetime hours and 15 to 20 in off peak hours.
When I play survivor, it is with my wife and que times are almost always instant or 2 to 3 minutes. Last night I trodded through survivor M1 simulation for 3 grueling hours (happy wife, happy life) and we kept getting instant ques and would run into the same survivors over and over again.
Tonight, I play killer all night and wait roughly 7 minutes for a lobby and again kept seeing repeat survivors, usually every third match or so.
Based on that, it would imply there are too many killers for the number of survivors.
Killer rank 2
Survivor rank 8
I think it is pure crappy match making, plain and simple. I kept seeing rank 16 to 20 survivors all night. They were not SWF. Got this poor rank 19 guy 3 times, each time with different survivors. I luckily recognized it and let him loop me around and pretended to lose him.
I don't know what to tell you. The only time I've ever had to wait 5 minutes for a killer queue was when I had first started at Rank 20. My queue times for killer are the same as survivor in red ranks. And I play ALL times of the day. I never wait.
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@gatsby said:
Pair D-Strike with Inner Strength. If someone's trying to camp after you get unhooked, go into a locker (obvious sign of having d-strike). They have to either pick you up and eat the D-Strike or stop the chase and give you a free heal.
Win, Win either way
I guess. I just take the DS and then down them again. It’s not like most survivors can typically get away a third time using DS. DS is great for EGC. Haven’t seen it be too useful for other survivors other than that.
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@[Deleted User] said:
We’re you rank 5 Killer before purposely deranking to rank 11?
Cause I did that and still get reds.
Uh, the game starts matching you against Reds as soon as you hit green rank as killer. There just aren’t enough killers to go around.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1065657#Comment_1065657
That only happens if you are bad at downing survivors or if you don't run corrupt. I do both and more often than not I get two hooks before a gen gets done
No, no you don’t. You’re either Brown Ranks or a liar. Two gens getting done at the first hook or two is not the end of the world nor the end of the game. Even the best killers in the game are seeing 1-2 gens being done right at the start. You’re so full of crap.
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@HYthinger said:
postitve thing first. The devs finaly noticed the emblem system doesnt represent skill at all. Good thing the community knew that the moment it went live.
Bad thing: Mrrr is not gonna fix it. its probably getting worse.
But now to the thing that just happend to me.
I just played a match with Oni with green mori(i know i know dont judge me lol). For some dumb reason i decided to tunnel a meg with over 4k hours at a near infinite with strong pallets. When she was dead there was only one gen left and 3 survivor that were not even hooked once.
So i thought.......ok im probably going to lose this (kill wise).
Ohhh boi was i wrong.
Somehow i managed to snowball so hard that i 3 hooked every single one of them. (but not because i was good).
What i want to say with this. The only reason i didnt totaly anahilate them was that one decent player and some bad plays from my side.
The reason im now complaining is that this is usualy what happens to me when i try to play solo survivor. I get chased for 4 gens and my team still manages to die.
The chase with the meg lasted about 4 minutes while the other 3 didnt even managed to get chased for more than 20 seconds without being downd.
TL;DR: red rank survivors are totatly boosted and cant even loop.
Im normaly a little bit biased for killers but to be honest i should never ever have 4k this match. A survivor biased person would now say something like. "clearly killer to strong"
But i think survivor are the ones that need to get gud god damn. There are so many potatoes its not funny. The only reason the killer can win in this game is because of players like this and the emblem system giving them participation awards.
In the end this ruins the fun for both sides AND it screws over stats the devs use for balanceing since u cant say that the red ranks are the top 5% or what. its rather the top 95%. (reason q time is so f'd. to many survivor , not enough killers)
Rant end.
This game is designed such that killers win via survivor mistakes. That isn’t new. It’s how the entire game is designed. It’s impossible for a killer to win if the survivors never make a mistake.
And you probably won versus that team because they 3 gen’Ed themselves and removing one survivor is a great strategy to win. If changes things completely. You hook one, one has to save, while you’re chasing the next. Think about it. There’s no time to do a gen especially if they’re all close.
Yes, many red survivors are bad but that’s par for the course.
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DCers. That’s it. They are a scourge on this game and absolutely destroy it. If the devs did nothing else but find a way to discourage DCing, id be happy
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Giving the killer any kind of buff normally makes survivors scream. Oh wait... you meant something else.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1065378#Comment_1065378
Well it's closer to 100 seconds due to travel times but yea tunneling isn't always a good strat.
Or.. most of the time survivors are bringing toolboxes and don’t take 20 seconds to find a gen. I normally spawn with my gf and we can pop a gen in 35 seconds at the start of the game. Now imagine the other two survivors doing the same thing. It’s now a 3 gen game 35 seconds in.
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@Carlosylu said:
We didn't bring in more than 2 items per game, this are my two regular 4 men SWF parties with whom we actually do something to aid the perception of Ruin Nerf and try to help more people to keep wanting to play killer more to help Queue times even by playing "easy mode" if we see you having real trouble, but come on... like this...?
What happened to the +-6 rank difference to the top rank in the party...? I mean, in one game the killer even had only 1 perk... But the rank difference is outrageous ain't it...? This are just two images out of 12 I took from playing yesterday and the day before:
I expect people to act like adults and not rage DC even if they lose. That isn’t too much to ask. DC’ing is a bane on this game and is the single worst aspect of this game by far. It’s incredibly childish.
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The “rank” should be the MMR number. Just like most MOBAs do. Or any other game that has a MMR. I’m good getting rid of the current Rank. Fine. But hiding the MMR? That is one of the worst ideas we’ve ever heard.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1056024#Comment_1056024
That makes no sense, Hook rushing tends to work in the killers favor...
And im all for doing something to slow the gens down, but the pathetic thing is that you cant keep focus on the topic at hand and immidiatly make it some Killers vs Survivors argument again, stop doing that.
That makes no sense. Tunneling tends to work in the survivors favor as they pop 3 gens in the first 80 seconds of the game.
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@_VTK_ said:
Are all balance problems in DBD going to be solved with perks? We have DS against tunneling, BT against camping. What is next? A perk against disconnects? If someone DCs you get additional 5000 BP?
Can we start solving balance problems with game mechanics and encourage Killers to leave hooked person and go for another survivor? That problem is as old as DBD. No one likes it, even many killer mains, yet we still have no solution for tunneling and camping. DEVs, can we already get rid of it?
Tunneling is effective sometimes. It’s a bit silly to suggest it’s not a valid way of playing. And 99% of the times I’ve seen killers be called “campers” is because a different survivor won’t leave the hook and just runs in circles while the person dies on the hook. I’m willing to bet that’s what you’re referring to.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1054885#Comment_1054885
Nice joke there. Yes, I am aware that "with certain add-ons" Ghostface's ability becomes more manageable (by decreasing the radius to be pulled from the ability and everything); but the Devs seriously need to lose the mentality of killers are only good/viable with add-ons. All killers should be good and viable as base and the add-ons should just tweak their playstyles; not have to rely on having add-ons to be decent.
Ghostface as a base, is incredibly easy to pull out of his power - he can't even stalk mid-chase like Myers because Survivors just have to rotate their camera to be behind them and it pulls him from his power too.The only 'killer side' mechanic he has is the ability to toggle into Night Shroud at his discretion. Survivors should not be able to pull him out of his stalking mode for the express reason so he wouldn't be too similar to Myers (which is why he is designed that way); and at the very least, his unique lean-stalking should be survivor independent and unable to be cancelled by just 'looking at him' within a certain range.
I mean... breaking GF out of stealth is broken right now. It’s hard to even do it. So I’m not sure what you’re talking about here.
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@Waffleyumboy said:
So this is why good survivors play on low graphics.
“good”
no. It’s why boosted survivors play on low graphics.
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@gatsby said:
When someone d/cs or dies early on survivor, it literally ruins the game. Any competent killer will easily get a 4k before the three remaining three people can finish four-five gens. The entire game just feels like an uphill battle and you kinda lose motivation to even try to complete objectives.
I feel like every time a survivor dies or disconnects the gen requirement should drop by 1. This would even band-aid fix exploits like three genning.
If someone dies or disconnects early, the game should still give you a chance to escape as a team instead of turning into a hatch escape hunger games.
What should really happen is that the DC should count as a full three hook for the killer, the person that DC'ed should be required to play as killer before they can play as survivor again, and everyone should get to keep their offerings.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1043299#Comment_1043299
At least half the games I play devolve to that in post game chat. It is extremely common for killers to say that. I'm glad you're not one of them, but still many do.
Are your killers brown rank and your teams yellow rank SWF? If you’re talking about a full SWF bringing toolboxes and possibly BNP and then insta popping gens, then ya I can see them saying that.
its like survivors saying it’s toxic to tunnel, camp and then Mori survivors when it’s the job of the killer to kill...
I suspect toxic means “what you did sucked” in this game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1043289#Comment_1043289
That might have been true 2 years ago
How exactly do Killers win if survivors don’t make any mistakes?
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@Spirit_Hag said:
Im looking for some insight here. I've seen the notion of "gen rushing" among many forum posts and its looked at as something "toxic" on the survivor side thus killers feeling its cause for them to play in a more dirty playstyle. But i guess what confuses me is, why is doing gens seen as something killer players are almost offended by when survivors do it? Is that not their primary objective of escape? If survivors are criticized for doing gens, what would you suggest they do? chests? totums? neither of these objectives lead to escaping. If you were a survivor, what would you spend the match doing? walking around waiting for the killer to find you, chase you, and eventually down you until you die?
I dont mean this maliciously, but im genuinely confused when i see this topic come up. I can understand tea bagging, flashlight clicking, body blocking, etc as "toxic", but "gen rushing" never made sense to me. It seems the frustration should be more with the devs than the survivors themselves. Can anyone give some further insight?
Who has said gen rushing is a survivor being toxic? Any chance you can back that claim up? Killers including myself have said that gen rushing causes difficulty in the game. Clearly there is a problem and it’ll get worse. Green killers are now being matched against red and purple survivors. There aren’t enough high rank killers to go around anymore.
Behavior can solve this by releasing the raw statistics. But I suspect they won’t as it’ll show two situations: 90% of survivors are brown ranks and never rank up. Of the other 10% of survivors, they likely win 75% of the time.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1036622#Comment_1036622
Killers do all the same things. Both sides need to realize they are no better than the other inherently or power wise lmao.
That is clearly and mathematically untrue. If both sides are equal in terms of skill, or rather, if both sides play perfectly, it’s impossible for killer to win. Killers win via survivor mistakes. I’m not saying that is bad or the wrong way to balance, only that it’s the way the game is designed.
It is impossible for a killer to win if survivors make zero mistakes.
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@ppo8820 said:
I wonder if he is still over performing after they tweaked him a bit ago? I know people on here are saying to nerf him, but I’d rather they rework hillbilly first. What do you think?
Also, is ghost face in a good spot? He seems a bit strong.
how about people stop asking for killer nerfs? Your queue for getting a decent killer is that good eh? You’re ok waiting longer and getting ######### killers? Because that’s what you’re advocating for. There’s already so few killers they have to match purple and red teams against green killers.
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@Rezolushun said:
https://forum.deadbydaylight.com/en/discussion/comment/1042010#Comment_1042010
Not literally. I guess you didn’t read the full post or my first comment.
My suggestion is to have casual play separated from ranked play. The custom game option should be available as casual play where all perks/items and add-ons are available. SWF groups with coms or whatever can just play for fun.
Ranked matches should be based on skill as solo players.
That would destroy the game. This game used to have solo queue and group queue. There’s a reason it was merged into one. There isn’t enough players to have any queue but a big one.
SWF is strong, but the numbers suggest only 20% or less of games are SWF. If they’re a good SWF then go for the black pip and move on. My concern is that they balance for the SWF AND it affects solo queue or duo queue. That would also destroy the game.
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@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/1029280#Comment_1029280
Devs said on stream that they aknowledge the problem of people getting hit by it without actively tunneling. Or you know maybe they already forgot about it again idk
Is there a link to this stream?
Edit: I found it: https://www.twitch.tv/videos/540621426
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1026968#Comment_1026968
I never said I was in red ranks. And quite frankly, I don't want to be. Too much sweat for my more casual approach.
I'm rank 5 survivor, who plays with Reds quite a bit. Killer, though, I'm only in low green due to simply not putting in enough time, or care, with rank 8 at my all time high.
Not to mention the ONE photo of my gameplay that I have sent was imbalanced matchmaking where, at rank 7, I was paired with a 3, 19 and 20. Vs. a 2. In its own thread to question matchmaking
My apologies, I replied to the wrong person.
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@PigMainClaudette said:
THIS IS NOT A HILLBILLY HATE OR HIT-PIECE
So, with recent events, it seems that Hillbilly is now in the spotlight for everyone's hate. It was Nurse, then she got re-worked. It was Spirit, then Prayer Beads and Phasing body-blocking was removed.
While both Nurse and Spirit had actual problems, and I know that I personally hate on Hillbilly all the time, but I have a very serious issue to bring up that really is a genuine cause for concern. And that is that for the very little mechanical skill that Hillbilly does actually require, he's WAY to strong. And potentially the single STRONGEST killer in Dead by Daylight.
Hillbilly is a very straight forward killer, you have a chainsaw dash that will destroy pallets in (roughly) a 5th of the time it takes to break them normally, you have an incredibly fast dash ability (faster than a Survivor "Haste" effect) that can be sustained across an entire map and it's all tied to an instant-down ability, that only requires you to hold an activation button. With base killer statistics. And the coolest camera animation for movement.
Nurse is literally slower than Survivors, but her blink ability is very good at shortening a chase and can bypass the map. A small price to pay. She does also have the shortest lunge attack range, and that is actually a problem right now for, what I can assume, is a lot of people.
And yes, I play her. On console no less, but at lower ranks for now as my main account, a low green is getting paired with nothing but high purples. Super frustrating for a stealth killer main.
Spirit has the smaller killer stats, and a fantastic chase power. Being able to traverse the map with great speed and being almost undetectable is quite good, but you have a trade-off of you can't actually see anyone. Only their scratch marks.
Both of these fine ladies who ruled the top ranks are both "M1" killers, and I hate that term since it's only a PC thing. Myers, Oni and Ghostface all have an instant down, but require some sort of interaction and a build up. They sacrifice time chasing or damaging generators in order to get their instant down. Otherwise they're just a basic attacking killer.
Now, a lot of people are going to cry "JUNGLE GYMS!" or "INFINITE LOOPS!", but we can't always use them. Not every Survivor is a running god with map knowledge over every variation of the maps. Some are more easy to mind game out of their hiding spots, or cut off loops.
There is also a concern of the player base for Hillbilly. With that amount of mobility, it's easy to exploit perks like Kindred and Borrowed Time so that they don't proc, while still camping and tunnelling. Nor the concerns of those who actively body-block with the chainsaw revved in order to score a cheap and easy down.
I am NOT saying at all that Hillbilly should be put on the level of Legion or Old Freddy, and I'm NOT saying that we should make killers even worse, but for such a killer who has one of the lower mechanical skills, and is so rewarding compared to Spirit, Nurse or Huntress, there is just no denying that there is a legitimate problem here. We should be rewarding those who are playing higher skill required killers.
Hillbilly is rated "Difficulty: Easy" on his character profile and after playing him for a while now, I believe it.
Make difficult killers great again.
It would be great if killers could stop getting nerfed for one moment. There's already an imbalance due to match making. Even looking at your pictures, you might be red ranks, but barely any of the survivors you went against were.
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@BillyMitchell said:
The killers are much too strong and the survivors always more nerve ... Beside that we have a killer who is also host of the game and a lot of bugs against the survivor ... Including the hitbox windows. ..
The game is too unbalanced and if we want to survive ... We must count on the 360 no brain that have nothing to do in the game ...
There is a lot to do and Behavior does not want to do it ... Thanks to the killers who have in the past ... Crying like girls ... As much at one time, the survivors were forewarned, so much of today, it is is the opposite ...
Beautiful balancing ...
I suspect you do not play killer if you think they are strong... you should try to play killer against SWF and come back here.
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@Efidepe said:
Ok, Strict to the point
Behaviour should really look into some killer perks that appear in about 90% of the games : Hex ruin, Chilli, Nurse calling and surveillance.
There is not a single day that i don't see at least 3 out of 5 matches with the same set in any killer at all.
There is not a SINGLE game that those perks aren't used at maximum efficiency, and Behaviour is just making a blind eye to it since it works and it is STRONG as hell and they have almost no way to counter it, the killer does not have the job of finding a survivor with his own eyes anymore. And i don't think balance is the focus of the company anymore.
Is there any possibility of making OTHER perks viable or it's just like that and it will never change?
It's interesting that you got your wish... and now the killer pool is smaller than ever. Careful what you wish for.
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@gamerscrybecauseofme said:
https://forum.deadbydaylight.com/en/discussion/comment/1016458#Comment_1016458
I play both sides in red ranks. Killer when I want to play alone and feel like stomping, survivor when I have friends or a daily to do.
For me, the issue is clearly that ranking up is too easy, giving players the idea they're good at the game, then they come across players that are actually good at the game and the gulf of difference is apparent. Behaviour can't do anything about that, without completely reworking the ranking system. That way, great survivors can play against great killers, while you pip jockey's and go play in your own little league.
Nah. You’re using the times you go ahead purples and low rank reds as evidence you’re good at killer without ruin. Unless you spam play the killers that can cover great distances, I don’t believe anyone who says they don’t need Ruin to always “stomp.”
This is going to come down to “pics or it didn’t happen” situation. It’s easy to see what happens when high rank and skill killers go against high rank and skill survivors. The survivors always win. It’s just not possible for them to lose.
Perhaps that’s what you’re saying. That there are too many potato’s. But I don’t believe for a second you win against the top % survivors without ruin. Not one second.
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@GrootDude said:
You’re still playing fair, I’m enjoying Wraith a lot without ruin. Only slowdown I’m using is PGTW.
Are you high red ranks? I get a feeling most of the people saying the Ruin nerf isn’t bad or that they’re happy about it, either don’t play Killer at all, or don’t play Killer at high Red Ranks.
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@TheBilldozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1016365#Comment_1016365
So have you not reviewed the steam charts recently? Year over year, month over month, their player base is increasing.
Their viewership on Twitch is also regularly in the top ten.
So when you say things like "IF BHVR WANTS TO KEEP PLAYERS" - you're being hyperbolic and are speaking against the data.
What you're MEANING to say is: If BHVR wants to keep YOU in the game, they should meet YOUR specific listed demands. At least be honest about it.
A max average of 22k at a time is not many people. And it just now reached that.
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@C3Tooth said:
I dont have Hag, but when Ruin appeared on Shrine, all I thought was "I must buy"
But after 5 matches or so, Ruin is so unreliable, or its just me had bad luck that Ruin always destroyed in under 3min.
Im rank 15 Killer but usually able to dominate a pack or Green rank, and in rare time Purple (still epic lose sometime though), Ruin nerf never affect me.
I prefer to toy with Survivors rather than killing them. Though Gen done abit fast so I can not toy them to the max, so sometime they think they out played me when I let them escape.
You’re Rank 15... Ruin being found is the least of your problems mate. No one is talking about these Ranks. It’s the Red Rank games that will have issues.
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@gamerscrybecauseofme said:
It's because trash killers want it easy. They don't want to pressure. They want their bad decisions in chases to be unpunished. Their camping to be more viable. It's all understandable, but not necessary. Games last 10-12 mins on average. Plenty of time to get 4kills. They just need to try better strategies and move away from the popular meta perks
I suspect you don’t play killer at high Ranks. Or Killer at all.
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@xEa said:
... getting crushed by survivors? I dont understand it. Even i, a mediocre killer gets more 4Ks then anything else.
This was a red rank game. After looping the trapper for almost 3 gens (he gave up), a teammate gets downed like within 10 seconds. Since apparently nobody tried to safe her, i went in for the trade.
https://www.youtube.com/watch?v=tSdF3TZ_sUs
Keep in mind.. this is red rank, and therefore, these ppl should be the best.
BHVR, i said it before i know, but please. FIX the ranking system. Make it HARD, so we dont have to deal with actual rank 20s that somehow grinded to rank 1.
You conveniently left off the screen that would show their Ranks. You being Red Rank in no way means your team mates are Red Rank.
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I don’t understand these lists. My partner started to play killer and she’s having a really hard time. She tried the ones that are supposed to be easy, and it’s not. If they can hear or see her coming they win.
i bought her Ghost Face and now she can at least have some fun killing people every now and then.
These lists assume the person is good at games in general and just needs to learn the killer. So they’re ranked in terms of ease of use for abilities not easy to actually play the game.
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@Endstille said:
I just planned on taking a break but I doubt i will return.
I remember they were mentioning other objectives for survivors but I do not see that. I sit at red ranks on both sides, i enjoyed playing dbd with my friends. Recently we play less and less due to longer waiting times and it turns out we play actually less than we actually do wait for matches. This includes lobby dodging and just sitting there, talking and doing other stuff. I doubt this will turn for the better.
So when we started we all had to learn stuff, mechanics and so on. It is part of the fun to get good at the game.
When BHVR cares about new players they should do a better job at explaining the game to them and not write stupid advices such as "drop a pallet as a distraction".
So instead of adding anything meaningful to the game, be it objectives or something challenging they make it easier for everyone playing survivor.
Thanks but no thanks I don't need the devs to act like overcaring mothers that watch their kids on the playground. I want challenging, intense matches where gg actually means gg. Seems to me bhvr want to remove any challenge in the game and by the pace they update maps nobody will be left playing the game.
Maybe check in after a few weeks and see what is what and if they actually changed anything or but I lost my hope and faith in them.
If they could fix queue times, and people DC'ing, I think everything would be better.
There needs to be an automatic 1-day lock out if you disconnect from the game. This is punishment to those that rage quit and not that bad of a punishment for people that lose their internet on accident. And if they are always losing their internet on accident, then an online game might not be for them.
A 3-minute wait to screw over 4 other people is no punishment at all.
They even asked a poll "Would you DC if you get the new Ley map." What? They are acknowledging that DC is a problem but won't do anything about it?
At the very least, if someone DC's everyone should get to keep their Offerings.
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@xEa said:
90% will stay, the 10% will be replaced.
You think so? This game is going on 4 years old and is quite expensive to catch up on now.
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@Nhekii said:
i like how people actually believe that the devs are thinking "okay, we need to make one side super weak so that the other won't have anybody to play against"
grow up man.
That isn't exactly what they are thinking. They are thinking "Killers will play a killer with a much greater range of disability than survivors would, so we need to make sure Survivors are having fun playing as that is where we make the most money."
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@Maelstrom10 said:
Played a couple games on both sides
support all changes made and not because im some kind of dev suck up, survivor bias/killer biased player.
used to be a doctor main. now he's fun again, FOR BOTH SIDES. now people won't just dc off the bat when i play him.... along with the fact that he actually feels a lot stronger due to his map awareness and passive pressuring. he still has his counters, like early pallet drops, lockers and just generally being a m1 killer, yet he feels actually powerful to play due to being able to find people semi instantly, in order to always be actively chasing and not wasting time. Doctor removes the time crunch as killer essentialy, and even chases a bit better then lets say a ghostface or plague due to his shock. he's no nurse obvs or hell even a spirit, but i'll be damned if he isin't great now. just having the time crunch alone be gone due to being able to essentially find a chase every 60s (if you have good map awareness/are using whispers) with survivors also being slowed down by madness/having illusions spook them is just gold.
ruin feels better on both sides, deffinately noticed an effect when the killer pressured us off gens.kept us at a 4th gen for a real long time till we got to 3 gens and he had players running all the way away in order for others to work on gens closely spread together. no more being forced into great skillchecks (which mind you i can hit, i'm a rk1 player afterall or atleast i was) and feels great as killer to apply pressure and have it pay off. when i played as doc with ruin, i didn't even need thrill or anything else. its genuinely useful on its own despite what people say so long as you continuosuly apply pressure (which in the doctors case is incredibly easy to put pressure on everyone by revealing their location and remaining entirely unpredictable.)
Map is brilliant, and so is the chase music.
only thing i'd tweak? make Ruin no longer a hex perk. literally it. literally only thing it needs. its not strong enough for a hex, but is very balanced in that it requires ACTIVE pressure from the killer in order to do its bidding. it has far more synergy with other perks (ie surviellence is a good example) and is just genuinely more engaging and fun to use.
Your comments about Ruin are a bit awkward because it IS a Hex: Ruin. Based on the games on PTB today I can’t see it being useful in higher level play.
And for all the people talking about how the “salty SWF couldn’t find Ruin on the PTB” you all realize they aren’t cleaning Ruin on purpose
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@MrsGhostface said:
They need to start giving killers positive attention of they’ll kill their game, they already have been killing it. Survivors will have longer wait times so long they’ll stop wasting their time too.
The issue is that they don't really. And they know this. The number of people that are new to this game and choose to play Killer is likely insignificant. And those who are long time Killers will ######### about these changes, threaten to stop playing, and then go back to playing Killer and finding new ways to win. They know exactly what they are doing. They need new people willing to play this game, invest in the DLC, and stick around long enough.
I can almost guarantee that the mentality of those who are good at playing Killer, means it's highly unlikely this will make that many people stop playing Killer. And again, this is something they know and are taking advantage of.
Hex: Ruin was an extreme punishment for new players. Their MM is already broken. During the time everyone was trying to finish their challenges, my GF and I started playing. I created a new Account. We were both Rank 20. Every single game had T3 Hex: Ruin, BBQ, NOED and Phobia/Nurses. How in the hell is that fun?
They really need to make the game change based on Rank. That would have fixed everything.
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The biggest issue are the people trying to complete their challenges before the rift closes causing horrible game play for everyone.