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Dreamnomad

Dreamnomad

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Dreamnomad
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  • Why am I seeing so many Plague posts today?? Has something changed that I'm not aware of?

  • Broken is there to force survivors to make a choice. Either cleanse or be one hit. Just having a slow action speed isn't motivation enough. Plague isn't a top tier killer. If you are struggling against her then you need to improve as a survivor.

  • I've seen a number of threads asking for spirit to be nerfed, but the opinion that spirit should be nerfed is hardly universal. I haven't seen anything official saying she would be nerfed either. As far as Plague goes, I seriously don't see any cause for it. She's pretty mid tier.

  • @Hoodied said:

    When doctor released, this game got a secondary horror vibe, just like how OutLast 2 has psychological fear and panic fear

    Panic fear being fear that makes you panic, and psychological fear being something that messes with your head

    This game used to have Panic and Psychological (Psychological being how doctor can create fake pallets and create illusions of himself that are not real) but as soon as the store released and we started getting certain cosmetics, it just left the game, panic is all that remains in the game.

    Psychological was sorta brought back with Freddy's rework being the Generators and Fake pallets but not enough to be scary

    So all I am really asking for is create a killer that is terrifying and applies both psychological and panic fear and then this game will be a horror again, like a killer with no TR and messes with a survivors head without needing Add-ons or Perks to do it

    How many players are scared of the Doctor now? I think a reasonable argument could be made that the most recent killer, Demogorgon, does a pretty good job at doing exactly what you're suggesting. It has all kinds of good ambient noises and a head that opens up to a thousand teeth is pretty terrifying. But are players "scared" of Demogorgon? I doubt many experienced players are.

  • It really doesn't accurately describe what the status effect does. It sounds more like something the survivor receives if the killer can see their aura.

  • There are some interesting things to note in that data. This is a pre-nerf nurse, but there aren't very many nurse games. Overall there is pretty good diversity in killers represented. Even the most common killer you ran into (spirit in your case) only represents 13% of the games you played. There is even more diversity in perks used than I would expect. It's not surprising to see Ruin, BBQ, NOED, PGTW seeing a lot of play, but it is worth noting that Ruin is the only perk used in more than 50% of the games.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/767453#Comment_767453

    interesting ideas! Might nab them to credit you in another place and keep all the ideas together. (mostly the second part cause the first one is kinda meh, just cause it doesn't help you in the fact you can be LOOPED WHILE IN FF along with other things)

    lol, you can't be looped for very long while in Frenzy. Pallets are tricky. You don't want to respect them too much, but you don't want to get stunned out of frenzy either. Here is another interesting suggestion for you. Have Legion's body have the same "size" in terms of collision during Feral Frenzy. That would be a unique benefit to Legion and would absolutely end looping as a viable strategy for the first hit.

  • I play differently based on my mood and rank. I actually try to not rank up too much. But when I do, I put on my try-hard hat otherwise games are over too fast. So when I'm in the green ranks I'd fall more under the meme/kill time (while still generating as much bloodpoints as possible) categories. When I'm purple ranks I'd start to fall under the "non-competitive but still want to improve" category. Then when I'm red ranks "I treat it as a competitive game".

    Really, you should create another category though. "Just trying to earn as many bloodpoints as possible to make it through the insane grind". That is the category I fall under the most.

  • I don't think Legion's cooldown is a big issue. Rather it is the duration that is the problem. The entire theory behind Legion is that they are supposed to hit one survivor and then switch targets. Then when all the survivors are mending/healing there is less gen pressure and then Legion can start hanging people. That is how it is supposed to work at least. The problem is games just don't work that way. There are a number of reasons why.

    Switching targets is very often a bad strategy. You waste all the time you spent chasing the first target w/o hooking or slugging only to start a new chase? How does that realistically help? You still have survivors working on gens the whole time and the first survivor isn't out of commission for very long. But there are several ways to make the theory behind Legion work.

    Extend the frenzy duration. I'm not talking by a little either. Increase the base duration by 25%. Then when Legion successfully hits a survivor the meter doesn't just fill back up, it overfills by 33%. The reason for this is so Legion can actually have time to both find and hit a second survivor. Then each time Legion successfully hits a survivor the duration overcharges by another 33%. But what is to stop Legion from just finding and hitting all the survivors? Their ability already has survivor counter play built in. If one survivor successfully dodges a single attack or stuns Legion with a pallet, the frenzy is over. So this really wouldn't be overpowered.

    The second thing I want to see for Legion is for their to be some effect when hitting a survivor with deep wounds while in frenzy. It makes absolutely no logical sense for there to be zero effect when a survivor is stabbed. What I propose is for there to be a new effect introduced in the game. For now let's call it "nerve damage". A survivor with nerve damage has 30% reduced speed for all actions (including mending) until fully healed or placed on a hook. This would give Legion a choice and a reason to ignore a survivor.

  • I'm not a big fan of them. I didn't care for them in CoD either.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/760539#Comment_760539

    No, it's not. If you read my previous posts in this thread I go over why it's not multiple times.


    Okay, so let me ask you another question. If they balanced the game to the point that the average survival rate at rank 1 is 50%, what do you think the average survival rate for the other 99% of survivors would be at? Do you think the average person would even want to play survivor? What do you think the wait time for killer lobbies would be at? Do you think new players would want to play a game they would die over and over and over again and after a few hundred hours of play time they might just get to the point where they can survive half the time?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/759883#Comment_759883

    "Should that killer get 100% survivor kills in every game he plays?"

    No, who in the world would agree with that rofl

    "Should the results be the same with every available killer?"

    No.

    "What if all 4 survivors also play at the absolute pinnacle of a human's abilities?"

    They shouldn't be able to all survive just like the killer scenario

    "What should the results of those games be according to Blueberry if the game was perfectly balanced?"

    Same as the devs point out, 50%

    Okay, then the game actually is pretty well balanced by your standards then. The average survival rate across all ranks is really close to 50%.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/759834#Comment_759834

    There are also a multitude of factors that artificial deflate the numbers as well. Rank 1 should not be excluded.

    Okay, let's ignore all that for a few minutes. Let me ask you a question. If a killer plays the "perfect" game. He makes the absolute smartest possible strategic decisions and makes the most precise movements humanly possible with his controls. Should that killer get 100% survivor kills in every game he plays? Should the results be the same with every available killer? What if all 4 survivors also play at the absolute pinnacle of a human's abilities? What should the results of those games be according to Blueberry if the game was perfectly balanced?

  • I'm pretty sure that I said to discount the rank 1 results and gave the reason why you should do so. If you look at rank 2-3 you'll see a more accurate result. At rank 2 PC is around 60%, Xbox 57% and PS4 54%.

    Survival Rate By Rank.jpg


  • @Peanits said:

    Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:

    • This data does not include the recent PTB.
    • Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
    • These are very general statistics, so use caution before drawing any conclusions.

    https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg

    Average Party Size

    This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches.

    https://us.v-cdn.net/6030815/uploads/771/II0BH5BS6HP0.jpg

    Party Size Survival Rate

    This is the average chance of Survival per Survivor depending on the size of the Survive With Friends group they are playing in. This is an average between all ranks on all platforms.

    https://us.v-cdn.net/6030815/uploads/270/X1L1JQEBEOMA.jpg

    Survival Rate by Rank

    This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank after the match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank.

    This data was also collected between April 1st and April 7th, after the pipping thresholds were originally changed but before they were later tweaked to be more forgiving for Survivors. Because of that, the statistics at this rank are from a small sample size consisting solely of the best players that could maintain rank 1 with the strict pipping conditions.

    https://us.v-cdn.net/6030815/uploads/198/WJGATDU9GIYC.jpg

    Average Game Length

    This graph shows the average game length at any given rank for each platform. This is the time from the start of the match until the final Survivor either escapes or is sacrificed.

    https://us.v-cdn.net/6030815/uploads/103/8BOLFYNH0D9I.jpg

    Most Popular Killer by Rank

    This chart shows which Killer is the most popular depending on rank, per platform. For example, on PC from rank 1-4, nurse is the most popular Killer, while Hillbilly tends to be more popular from rank 5-12. The highest overall usage for any Killer at a given rank is the Nurse at rank 1, coming in at 22.39%.

    https://us.v-cdn.net/6030815/uploads/398/4A494UUNC0WZ.jpg

    Highest and Lowest Kill Rates

    This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks. Since there are four Survivors, a 50% kill rate equates to two Survivors escaping and two Survivors dying.

    https://us.v-cdn.net/6030815/uploads/928/2YVQMEWUS0KN.jpg

    Most Used Perks (Survivor)

    This chart shows the most popular Survivor perks based on rank ranges between all platforms. We decided not to display ranks 13-20 as they tend to be more random (newer, lower ranked players tend to use whichever perks they have rather than picking what they want specifically). The numbers displayed are the percentage that perk is used of all perks used at that rank.

    https://us.v-cdn.net/6030815/uploads/781/T8VE1J9V3G07.jpg

    Most Used Perks (Killer)

    This chart shows the most popular Killer perks based on rank ranges between all platforms. Like the Survivor perks above, we decided not to show ranks 13-20. The number displayed are a percentage of the total perks used at that rank range.

    Is there something that confuses you? Maybe you'd like to know a more precise number on one of these stats? I'll be doing a live Q&A in the official Dead by Daylight Discord server tomorrow at 2PM EST.

    If you are not in the Official Discord server, you can join here: https://discord.gg/549m9NT

    The Q&A will take place in the #game-discussion channel.

    Here is the data post. If you discount the rank 1 results (which you should), you'll see even red rank survival rate hovers around 55%. That seems fairly reasonable. Are there changes to both sides that I would personally make? Yeah, tons. But who is to say that I would be right and the devs would be wrong? That goes back to the original question I asked. What is balanced?

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/759761#Comment_759761

    Rank 1 was supposedly having a escape rate of 80% in January of this year according to the Devs.

    My experience says when I first played killer I dominated then it got more even. Then it leaned towards them. Then I got a lot better and more creative and I do significantly better.

    My friends have all had similar experiences.

    That data was skewed. The reason for it is because rank 1 only has 1 pip. If a player died then there was a very high chance that they de-ranked and the death % was counted as if the player was rank 2. I'm surprised that the % wasn't higher actually. That means that 20% of the rank 1 survivors that died managed to not lose a pip. You'll also notice that on that same data that rank 2 has an odd dip in death %. The devs have commented on this before. The actual survival rates for both rank 1 and 2 are closer to the results of rank 3.

  • @Liruliniel said:

    Just starting out. Killers are in the favored position. As survivors get more acquainted with the game it becomes survivor sided heavily.


    This is the argument that is always made. And yet the statistics do not support it. Even in red ranks survivors only survive about 50% of the time. The game is much more balanced than most people would acknowledge. I suppose that really is the crux of the argument though. What is balanced in this game anyway? If you hypothetically had 5 players of exactly even talent, what would the outcome of the game be that would be "balanced"? Let's say these hypothetical players had 100 matches. What should the results be?

  • @Mochan said:

    I tend to agree. So sick of gen slow builds to be honest.

    I doubt you are more sick of gen slow builds than killers are of being gen rushed.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/756361#Comment_756361

    I'm fine with a safe hook rescue and a protection hit but no way pallets done it's actually really easy to get a pallets stun.

    Especially against the killer who doesn't typically care about or respect pallets

    I don't have any hard data to back me up on this, but I feel I can say with a certain degree of confidence that the vast majority of games I play as a killer not all 4 survivors land pallet stuns against me. It is not a given that any one survivor will get a pallet stun. I do agree that as a killer it is not wise to respect pallets. But this does give the killer a certain amount of control over whether a survivor gets their MoM perk to activate.

    I think some players seem to think that survivors should absolutely never be able to activate MoM under any circumstances. No perk should be worthless. There is room for fairness to both sides. That is what I'm striving for. I think what I've proposed would be fair. There is room for counter play on both sides.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/756361#Comment_756361

    Two of those things should commonly be happening in a game though and one protection hit isn’t hard to get. I think it’d be too easy to get like that, maybe it could be reworked to be a self-borrowed time?

    Could help against tunneling and you wouldn’t have to hope someone else has bt.

    None of them are a given and all 3 individual events would be required. If a killer is ultra paranoid about MoM then they could try and keep track of which survivors are obviously trying for them and just denying them the opportunity to get all 3. For example, if I'm the killer and I'm dragging a survivor to a hook and another survivor is desperately trying to block me for a protection hit I can make a mental note.

    Later on if that same survivor is trying to bait a pallet stun, I could just choose to do a number of things. Eat the pallet stun and let the survivor pull off his MoM protection which I could then choose to continue pursuing or just gain the aura reading bonus. Or I could choose to ignore that particular survivor until only 2 survivors are left and then deal with him.

    Another counter to this version of MoM would be iron grasp or agitation. The killer could just refuse survivors all opportunities to get protection hits. If survivors are trying to obviously block a path then the killer using either of these perks should be able to evade a body blocking survivor and just go to a different hook.

    What I'm trying to suggest would add an element of skill to both roles. Killer and survivor.

  • I wish they would change it so 3 unique events were required to activate MoM.

    1 Protection Hit

    1 Pallet Stun

    1 Safe Rescue

    No one could argue that a survivor that performed all three of those actions in a single game "didn't earn it". Yet at the same time, it is not a suicidal task trying to get all 3 actions. The killer even has some control over preventing the perk from activating.

    But the way that they gutted Mettle of Man is almost criminal.

  • @lynelmane said:

    https://forum.deadbydaylight.com/en/discussion/comment/753836#Comment_753836

    i just mean that the other killers didn't get ######### over with their overall look. sure they got gross bubbles too but not ones that make their neck look the way spirit's does, or ones that make her body a completely different shape in some areas.

    It's all a matter of opinion of course, but I would say that many of the halloween skins made massive changes to the killer's overall looks. Whether those are "good" or "bad" changes is a matter of opinion. I imagine if Wraith was given a choice to not have a giant hole in his chest he would probably prefer that. But lots of players view that as one of the better skins. Hag has her ribs and intestines exposed with her new skin. Some players might consider that F'ing her over. People are entitled to their opinions.

  • I would say that the survivors losing a player is worse than any killer perk. Yeah, sure, this shouldn't be possible. But I would take playing with 4 survivors vs a killer with obsession perks over 3 survivors vs a killer with no perks.

  • @Grimbergoth said:

    according to the dev posting , not sure if it was just wiki that was pulled or they pulled the dev post too , but the event will not work like hallowed blight . You get a item to get a gen or hook in game that will give bonus bp , serum will be done though the rift . So no more extra objective , and no bonus outside of the targeted gens and hooks .

    I don't know exactly what the event will be like. I do know that virtually every event they have ever done has involved using offerings available in the bloodweb. Therefore it would be wise to be sitting on 800,000 or so bloodpoints for when the event begins. It never fails that each event the majority of players fail to show up with offerings every game. There really is no excuse. Worse case scenario, this event is different and offerings aren't needed. It's not like those bloodpoints that were stockpiled will degrade over time. So save bloodpoints now if you haven't started already.

  • @Raven014 said:

    Doesn't sound too bad. It rewards GF for playing the way they do... although to be honest, if you're hooking a survivor you downed with marked, you'll probably have your power back by then regardless. : P

    I'm fine with the idea, but this guy is right. Most of the time after you down a survivor, you'll drag them off to a hook. By the time you'd hook the player the cooldown would be up anyway. So when you think about it, all this would do is promote slugging. Personally, I just think the the cooldown should be shorter period. Not by a lot. But a couple of seconds would go a long way.

  • @lynelmane said:

    I love the weapon and the hair and the neon orange effect, but I really don't like the bubblyness of her skin. I'm a spirit main and I feel kinda sad that they did that to her. None of the other killers got disgusting bubbles like that, but they had to do that to her. I would've been fine with it if she didn't have the double chin.

    Im guessing they wont take it away now that it's available for purchase.

    You are entitled to your opinion, but I disagree with her being the only killer that got "disgusting bubbles". All of the halloween skins are horrifically mutated versions of the killers. Plague and Clown both have big ugly pustules on them too.

  • This is your annual reminder. Stockpile bloodpoints now!

  • @Captain_Spaulding said:

    Alright first of all, all you salty ass survivor and killer mains shut the frick up lol. I mainly want it back to get rid of that inhumane scream every survivor has when being hooked. It's also nice when the game is over and it's the last person and there is literally nothing else to do. I like when certain killers wipe their weapon, such as Myers. It feels satisfying. Everyone in this god forsaken game is toxic. Everyone. Shut. Up. Jesus I hate you people the most.

    Well if that isn't the pot calling the kettle black....

  • @Mister_xD said:

    both would render the offering useless.

    IF you wanna change something, i suggest the following changes:

    cypress memento mori: you become obsessed with one survivor. allows you to kill your obsession after they have been hooked once.

    ivory memento mori: allows you to kill one survivor after they have been hooked

    ebony memento mori: you become obsessed with one survivor. you can kill your obsession after they have been hooked once. killing your obsession will make you obsessed with another, random, alive survivor.

    That would actually be a buff for Cypress Mori. I like the idea though. You can kill your obsession. Seems fair. Though, I would argue that your idea for the ebony mori would actually be weaker than the ivory mori. I would gladly take one execute of my choice vs trying to chain obsessions. Yes, technically the ebony would allow you to execute more than one survivor. But the first execute is the most critical. Sometimes you can be halfway through a match before you even find your obsession. I could live with the change though.

  • Just to play devil's advocate for a second. It is not good for the game for there to be an even number of killers and survivors. Everyone that was around during the last Halloween event can attest to this. For a while, in order to unlock all the cosmetics it was necessary to play both survivor and killer equally. What happened next should be obvious. The wait time for playing killer went through the roof. Each game requires 80% of the players to be survivors.

  • I'd like it if she had normal move speed and a 15-20 second recharge on her blink.

  • I honestly hate the phrase 'slap in the face'. It feels so misused most of the time. Purely cosmetic items they can implement any way they want to imho. The second they add a feature where if you have the full pay only cosmetic you get a 5th perk slot or something is when I quit and never come back.

  • I will probably get the full hag set, head/body of spirit, and head of clown. It will depend a little bit on how they look when I actually see them. But I have santa clown body and I refuse to ever get rid of that. But I think the halloween clown head will go good with it.

  • He's one of my favorite killers now. They did a great job with the rework. I really like PGtW and BBQ on him. The only "bad" perks are ones that require a terror radius because he passively makes survivors oblivious. But since he can teleport directly to generators, perks that give intel on generators like Surveillance or Discordance are good.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/740865#Comment_740865

    While 3 seconds at 50% is too little, 30 seconds is easily too much. Something more like 6-10 seconds depending on tier would be better.

    I disagree. All this perk does is counter Exhaustion perks. That's it. If the killer wants to blow an entire perk to do that, then it should at least be effective at doing it's job. If this perk can't hard counter Exhaustion perks, then what is the point? If this ever becomes a meta perk for killers then survivors can hard counter the perk by not running an exhaustion perk.

  • Mindbreaker needs a buff, but I don't want to see it be a hex. This is what I would do with the perk:

    Your distressing presence drains and weakens your prey.

    While repairing Generators, Survivors are afflicted by the Exhausted Status Effect.

    Any existing Exhaustion Status Effect timers are paused while the Survivor is repairing a Generator. After ending the Repair action, the Survivor is afflicted by the Exhausted Status Effect for 10/20/30 second(s).

  • I don't disagree with the desire for a casual mode. But I do question your lobby times as a red rank killer on ps4. I've found that to be the one up-side to gaining rank. I've gotten lobbies much faster than lower rank. It's anecdotal evidence, but it seems fairly consistent to me.

  • I would argue that we never needed any NOED posts to begin with. The perk serves an important purpose in the game. To give survivors motivation to do something besides generators. If you don't cleanse totems then you deserve to be one shotted.

  • This isn't a good comparison. If anything it should be compared to NOED. I view both perks as insurance against a bad game. It really isn't a +1 to -1 scenario to me. It's more like +10 when it really comes in clutch and -1 when it didn't do anything. Also, the data can be easily skewed by playing aggressively.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/735803#Comment_735803

    o-o

    Heal to full? Yea no thanks. That reminds me too much of 2016

    I think you misunderstand what I was proposing. Here is what I'm suggesting would look like.

    Decisive Strike: After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds or until fully healed, whichever comes first.

    While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.

    • Succeeding or failing the Skill Check will disable Decisive Strike.
    • Successfully stunning the Killer will result in you becoming the Obsession.

    Increases your chances of being the Obsession.


    The point I'm making is that if a survivor has time to heal, then obviously they aren't being tunneled by the killer. I'm not suggesting that the survivor can run around injured to keep decisive strike active indefinitely if that is what you were thinking.

  • @yobuddd said:

    I suggest we keep it as is, but add one extra line to the description:

    ”Decisive Strike deactivates once you are more than 16 meters from the killer and NOT in the dying state.”

    (This way the killer can’t down you, walk away, come back, and be safe. Once you’ve gotten this far away, if you get downed again quickly it’s your own fault.)

    Terrible idea. That would make the perk nearly worthless. Maybe if it was 64 meters. Or maybe if it ended if you get healed to full health. Maybe lowering the stun duration to 4 seconds. But 16 meters is a joke.

  • That is so much worse for killers than what is already available. Survivors can seriously abuse that. Basically if you are hooked and then unhooked, you have complete and total free reign to troll the killer until another survivor is hooked. Hell, that would be the optimal play. Who wouldn't want to both stun the killer and get a free heal in the process? Your cure is way worse than the disease.

  • Here's an idea. How about I play the way I want to and you can play the way you want to. Deal?

  • Barney the Dinosaur-

    Power: Song and Dance. Barney sings one of his classic songs which inspire the survivors and increases their action speed. Everyone in range of Song and Dance earns double blood points.

    Basic Attack: Hugs. Barney would never hurt anyone. He instead hugs a survivor which momentarily locks the survivor in place. Both the survivor and Barney gain loads of bloodpoints for this action.

  • @StupidButTru said:

    https://forum.deadbydaylight.com/en/discussion/comment/730733#Comment_730733

    I'm entitled to have any tone that I want just like you do too. The reason why distortions deserves more tokens considering all tiers only stay at 3 tokens and no more. At least give 2 more for tier three. Also you're not always right next to a locker you know.

    DiSTorTion ShuD hAv3 FIve t0k3NZ NoT Tre3

    Doesn't lead itself to a civil conversion does it?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/730723#Comment_730723

    Your job as a consumer is also to provide feedback as well. If it wasn't your job as a consumer, there wouldn't be a "feedback and suggestion" sub form let alone a "Dedicated Servers Feedback" sub form whenever they activate them on the PTB.

    However, if you don't want to participate in making the game a better place by offering feedback, then don't complain when bugs, connection issues, and etc. ruin your "free time". You had the option to make the game better by testing stuff and offering feedback, but decided not to — thus there are consequences to your actions.

    The developers need everyone to participate, this is a team effort. There's a reason why they told us it's our game, not their game. :)

    You are wrong on every single count. I absolutely can and do expect a professional well-made product when I spend money. I reserve the right to do whatever I wish with my free time. If I choose to give feedback then that is my choice. If I choose to complain about the product being unsatisfactory then that is also my choice.

    If I choose to not waste my time and money on the game because I'm unsatisfied and would prefer to do other things in my free time that is my choice. I am under no obligation what-so-ever. A job is something I get paid to do. If I'm not getting paid then it isn't a job. A game is something I play for enjoyment. If BVHR puts out an unsatisfactory product then the consequences are theirs, not mine.

  • @StupidButTru said:

    With the amount of perks killers have that helps killers babysi- I mean track survivors. Distortions needs more stacks with killers coupling Nurses with BBQ n Chili. At the very least give it 5 stacks since there's tons of add-ons and perks that reveals aura especially in high ranks.

    I already know there's gonna be comments saying DiSTorTion iz FiNe ThE WaY iT Izzz. But seriously you have way too many tracking perks and add-ons for a game thats supposed to be a hide and seek element.

    Lose the condescending tone. People are allowed to have opinions that differ from you without being idiots. The idea behind distortion isn't to give you immunity from killer perks for the duration of the game. If you know the killer has BBQ, then there are ways to avoid detection w/o losing distortion tokens. Same goes for Nurse's calling actually. Once you know what the killer is running, play accordingly and don't just assume that one survivor perk should counter multiple killer perks.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/729830#Comment_729830

    Here's what I see, if you want a good game then it's your goal as a consumer to make sure the developers know what is wrong with their Dedicated Servers.

    Otherwise, you can't complain about Dedicated Servers being bad because you had the opportunity to give the developers feedback but choose not to instead because "you wanted to be paid".

    The developers don't need to pay you for doing your job as a consumer, namely, providing feedback. :/

    My JOB as a consumer is to enjoy the game in my free time! I'm not slave labor. They can use the perfectly good money we pay them to pay people to test their stuff.

  • Lol, obviously they are a long way from dedicated servers being ready. That was pretty painful.

  • Personally, I don't think Leatherface is even in the bottom 2. One shot survivors is pretty good in my book. One shot multiple survivors is even better. Does he struggle against a crack squad of rank 1 SWF? Yeah, sure. But then again, most killers do.

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