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  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/306460/developers-did-a-great-job-with-the-emblem-system-why-did-you-ask-for-mmr

    Welp, the problem with the emblem systems were pretty obvious.

    You could simply smurf. Be it killer or survivor.

    Your killers didn't have different rank scaling meaning if you're a Spirit savant 360 no scope god gamer, but a Trapper lummox your trapper would end up in the same matches as your god gamer spirit. Regardless of how bad you were at Trapper.

    You could literally boost your friends by creating inflated scenarios they could profit from.

    You could literally just grind your way to the top as survivor while still largely playing like trash.


    Which of those things is meaningfully different now? Truly?

    *People openly talk about manipulating their MMR scores to stay at a preferred range of play. The thing is... smurfing was usually looked down on before, but no one can really blame them these days.

    *MMR per killer seemingly doesn't exist when (1) there's a relatively small gap between what high MMR and low MMR means, (2) your highest MMR and your lowest MMR killers are tethered together pretty damn tightly anyway, and (3) the matching system goes "well ######### MMR" half the time to just match based on queue times instead.

    *You don't even need to create scenarios to boost your friends. It happens whether you want it to or not. Anytime they stay alive because you looped for 5 gens, even if they didn't get any saves or chases, that's them going into a higher bracket for solo play regardless (hence more players manipulating their MMR by intentionally dying or letting people go).

    *Like the above situation, you're playing even more like trash to end up at a higher MMR there since it's just surviving compared to whatever "playing like trash" means where pips at least required that interaction.


    People always said "rank is just playtime" before, but that was a huge exaggeration outside of SWF... until now. (And I do mean ranks here, not MMR). When you can't really depip and the MMR means you're going against crappier players, its a recipe where everyone playing enough hits iridescent 1.

    That's what they want & gained from MMR though. They're free to toss every pretense of match balancing out the window now that a player can't "see" their skill imbalance. Since anything can be paired up, everyone stops pointing out the insanity of iridescent vs ash matches they toss you. Hell, even if those players were balanced normally, it's pretty clear you're gonna get a blowout from a team on their 100th match that week versus someone that hasn't even warmed up. The whole prospect is a joke.


    But I've always been a fan of emblems. They just needed more tweaking scoring events per each killer and better weight for alternative match scenarios where there's literally no gen opportunities at all or something because you're tunneling the whole time or something.

    This? It doesn't even take a step forward on those problems. Not really.

    Current MMR is an insane hybrid that's basically "ALL YOUR CLASSIC PROBLMES, BUT SOMEHOW EVEN WORSE!"

  • @SOULWARRIOR71K said:

    It might be time for people to consider accepting the fact that it’s the devs who decide what the win condition is not the community. If they say kills/escapes are what they value most since those are the objectives, accomplishing those objectives are what matter most. Anything else is just optional filler to round out the experience. If you are survivor your job is to do the gens and leave. If you are a killer, your job is to get kills by any means possible before the survivors escape. People may not like that it’s this black and white, but how many times do we have to be told this before we actually believe it lol.

    The devs push DOWN while the people shout UP

    The people grow angry, fighting so Down is Up, as they know should be.

    Are such struggles futile? Often. Here? Always. DBD sets a path & marches over cliffs before veering.

    It is as you see: unacceptance is the source of their suffering.

    Yet, that is only half a bridge.

    Remedy takes Revelation: people must recognize their time to start seeking better ways, better games.

    For where Desire is Suffering, Unobtainable Desire is Suffering Eternal.

    And damn if 'eternal suffering' doesn't describe DBD more & more with every patch! XD

    Such was the wisdom of Buddha.

  • @Emeal said:

    Seems Dowsey does not know what averages are. Seems most of the Community don't either.

    If you are so god like, you will escape the majority of your matches anyway, so you will get higher MMR.

    This Community is just depressing. Demanding a system that takes potentially an unlimited possibilities into account, while averages do the job.

    You mean a system like emblems?

  • @Igbylucy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759674#Comment_2759674

    Honestly it’s sounds so first world. Every time a killer must wait 2 whole minutes to exit the game. He must fill his time with YouTube. 🥴

    'First world'???? NOOOOO! WE CAN'T HAVE THAT! Thank you for raising awareness of people with petty problems and complaints!


    Lucky this is just general discussion at least.

    Imagine all the egg on their face if they'd put this thread up in the war orphan or sex traffing solution subforums!

  • Truth.

    Last time I tried using the darkening dye, I ended up with Eyrie and they might have well been glowing in neon orange.

    The only catches I got were from that one window vault after they thought it'd been disarmed.

    They really need to make the dye a camo effect instead of fixed. :-/


  • @Phasmamain said:

    Ruin oppression sounds kinda broken.

    Figured this was a clever joke since a ruin trigger into oppression means regressing 3 generators when all of them are ruin'd at 200% already.

    Totally forgot there was any skill-check for active gens.

    Even if it weren't like people said and Ruin still counted as damage for the perk, I think that would still just be good strong instead of OP since there's still that horrific 80 second cooldown that's stopping anyone from using it right now.

    If they were to hypothetically removed the cooldown AND ruin counted as damage, then that any damage activation effect might be OP. Otherwise, I'm thinking it still takes 2 of the 3 possible changes to really make oppression truly strong.

    However, even just 1 change (whether 0 cooldown or the any damage activation) would help raise it up from pits of despair into a good place.

  • Is it even the event?

    I don't remember the last BP event being sweaty at all, so I assumed its a combination of rank reset plus quadrupple the rank rewards making it wortwhile for players to secure their pips the easiest way (escape / killl).

  • @KingSlay3R2928 said:

    Comparing the Scream movies to B-Horror movies? Seriously? The movies especially the first 3 still hold up really well. The first movie revitalized the slasher genre and pretty much set the standard for slashers for a very long time. If you think the movies make less and less sense then LOL

    Slashers should have stayed dead and buried.

    Even in that realm of mediocre hollywood releases, I'll take a "13 Ghosts" or "Anaconda" every day of the week over "Urban Legends" or Last ######### Summer.

    That first Scream was something special, but I couldn't imagine watching it today. Anything it had to say about the genre got run into the ground at least 20 years ago.

    The sequels are hollow, hypocritical mess that shouldn't exist in the first place. The only redeeming value is some meta irony to fulfilling the same path of the horror they set out to criticize by doing the exact same commercial horror crap--and worse from giving its 3 leads super plot armor--while chugging out sequel after sequel of forgettable tertiary characters to slaughter until the whole franchise finally drops dead from exhaustion.

    Hard truth is slashers as a whole have always been one of the weakest and laziest genre branches despite their popularity.

  • @indieeden7 said:

    Tbh I'd prefer exposed and undetectable add-ons over Michael's Iridescents any day, they completely bypass aspects of the game.

    Oh man. Couldn't disagree more. That's literally the best part about them.

    Definitely not your normal match when everyone is practically guaranteed to depip, and it would suck if most matches were the same way, but the Shape irris are so great specifically because they toss aside all the pre-programmed survivor gameplay and rules of engagement for this tense, unique experience that just stacks up all kinds of ""GTFO NOW!"" moments.


    When people decide to run crazy irris like those, the limiting factor isn't just "do i have enough left to run this" like most other killers (well, the ones where their irris at least end up being best/obvious choice stuff even, rather than the usual trend lately of "neither creative nor powerful"). The decision is also a factor of "do I want to play that core killer design or do i wanna come out swinging with their weirdo/cool varient today" so even with some theoretical infinite supply its unique instead of people just chugging the most powerful stuff always.

    They're certainly powerful though, but just so weird and different that its worth it to allow. Especially where something like Shape's mean its likely a quick game that's probably a blow out for the survivors if the killer can't make it one for them first. The part that's really magical though is how the central pivot for which side wins it all is actually usually up to survivor hubris and arrogance like any real horror flick.,,


    Honesty, Meyer's irris and his crazy mirror add-ons are really one of the few things left in the game that's evolved which still evokes that original design vision of slasher film lived via interactive gameplay. God.. DBD could have been such an amazing game...

    😕

  • If shutting down DBD prevents even one act of perceived racism, we've got the moral imperative to make that happen.

    LETS DO IT TEAM!

  • Sorry BHVR, but no room for hypocritical pandering.

    These players were also using DBD as their vehicle to express racism and harass people, therefore the only socially responsible move is to shutdown this whole #########-show of a game as a whole so it can never be used that way again..

    DO YOU EVEN CARE ABOUT STOPPING RACISM AT ALL, BHVR!?

    NO HALF MEASURES!

  • I mean... that's also just what happens when you perceive a wildly diverse collection of individuals, each having their own thoughts and opinions, like it's some homogenous hivemind entity instead...

    No ######### all the thoughts conflict & contradict. Different people want different things.

  • They really should change that so killer ones are usable all year round too.

    It's not like its insanely OP or anything when it's already limited by BP purchases during a specific time of year.

    They're such a fun gimmick, though you get tired of burning them all up before the season ends so you just end up with a handful of wasted BP sitting there until next time when you probably wont use them anyhow.

    It would be super cool having that curveball factor of randomly seeing it every hundred matches or so.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2650905#Comment_2650905

    Before you try and downplay other peoples experiences:

    "We have been investigating cases of distributed denial of services (DDoS) over the last week. We take these reports extremely seriously. We're actively monitoring the situation internally and with our partners to gather as much information as possible and identify trends.

    We are terribly sorry to those who have been affected by these attacks- we understand the impact this has on you. We are taking every appropriate measure to ensure the safety of our players.

    We encourage our players to report to us any cases of DDoS, as well as any other form of inappropriate or abusive behaviour in the game. In the meantime, we encourage you to stay safe and follow best practices for online safety."

    There is no evidence to back up your claims that these security leaks are not related to the events that happened and regardless of whether that is the case or not, there is an admitted security leak currently still within the game. With the information gathered by these leaks by individuals there is most definitely the possibility of these type of actions to be taken against individuals even if that information might be able to be found through other methods as well.

    Don't be an incentive prick, show some empathy to other gamers.

    That's... that's that's just not how evidence works though. O_o

    You're reversing the burden of proof here in a process that validates literally any supposition imaginable. Like, equally true: "you have no evidence that they DON'T have definitive evidence of all the facts!" and now you've got to prove they don't have all sorts of video evidence and wire-taps and an informant we just don't know about yet...

    The thing is we're not even talking about burden of proof in that typical realm concerning something we know that happens which maybe happened or maybe didn't happen, where there's merely an absence of evidence one way or the other yet, giving weight to some "well lets just wait and see" stance.

    If the above comparison isn't clear, I guess consider the example of XYZ saying they got swatted at all. Unless it's something happening on stream, then you usually can't KNOW whether XYZ was swatted even when they say so--however--we do know that's a thing that happens in this world. It's that lesser question of "did this happen" rather than "does/could/would this happen," which much more readily invites that good-faith presumption.

    For a historical example of where good-faith becomes good-grief: when a toddler tells you they were abused under the batcave as witches flew through the air, it's not a violation of "believe victims!" to think "wait--uh, what?" about the basic proposition being totally bonkers. We're not quite at that level here, but we're definitely in that realm of implausible unless proven otherwise.

    There's simply zero reason to believe that this one SWAT claim has anything to do with the other attacks, when (1) we're not seeing the same elsewhere with people who've been compromised, (2) there's numerous other places/means of exposure that could have gotten them SWATTED separately, and (3) the sort of information exposed/exposable here shouldn't even make that POSSIBLE on its own.

    It doesn't make any sense. For all we know, sure, maybe it's the same perpetrators out there doing both things. Nevertheless, we've got absolutely zero reason to think this game will get you--or anyone else--SWATTED, and we've got every reason in the world to DOUBT THAT.

    Don't sideline the facts. It's far more likely the initial assumption about how they got swatted was totally off-base.

    This is down to simple fear-mongering now. It really is.


    In the meantime...

    [[[ BRIGHT NEON AD:: DANGER! YOUR COMPUTER IS BROADCASTING AN IP ADDRESS!!! CLICK HERE TO FIX IT NOW! ]]]


  • @Mileena_Kahn said:

    I play both sides, but I consider myself a survivor main. I enjoy it more cause I get to play with my SWF most of the time. Even when I’m not swfing I still enjoy solo que from time to time. But I’ve noticed (today at least), that every match it’s the same thing: nurse or spirit with ruin, undying, tinkerer, BBQ. Almost every killer we’ve gotten camps if even ONE gen pops. Aren’t you tired of just babysitting the hook? There’s no more variety in this game anymore. It’s just the same 3 killers with the same build all the time. These are the types of killers that think they’re good for running the build I mentioned above. It’s funny to see them shake their head when they down someone and hit on hook only to see them get 4 escaped and watch them be embarrassed at the end. Every game is the same…. It’s just sad. This is why there’s so many SWF teams out because solos don’t stand a chance against it. Can you blame SWF?


    Hahaha... alright, I know I'm stepping over what you wanna talk about, but I can't get over that first sentence.

    Okay, there are people who play both sides. There are people who lean. There are people who main... and then there's you.

    Dude. No way. No way do you play both sides.

    I know a lot of new people tend to toss out that line dishonestly to handwave biases just before they drop a mega one-sided rant, but why are you even bothering with that song and dance?

    You're not exactly Sluzzy famous, but absolutely you're one of the few names around here that tells you everything you need to know about a post's content before ever having to read the thing. I mean, I 100% knew this thread wasn't going to be about DBD being stale because of a lack of gameplay modes or something, it's going to be stale because "KILLERS!!!"

    You've got 300 posts on this forum cementing your POV as hardcore MySide as it gets. Why that 1st sentence exception when this thread is par course for your established perspective? You've always been full-on, classic "Survivors walk like DE-DE-DE, but Killers walk all DOH-DOH-DOH" to such an extreme that you clearly perceive two separate groups of players, if not separate people.

    With posters who just can't perceive other players as dual-wielding, it's always a hard-tell for their own approach down MainStreet. Like, the only bigger telegraph is when people rant about the major X-bias around here (strangely, usually having a Cheryl avatar too, but I dunno know what's up with that) and showcase an outright persecution complex. That whole thing being their own heavy distortion towards Y so bad that naturally everyone else looks like some twisted pawn of X.

    Sorry, my Both-Sides buddy, but I will straight up eat my hat if you've played killer even 10% as much as you've played survivor. TBH, if tomes didn't exist I'd be guessing 1% there too...

    (Full disclosure, I don't think I actually own a hat, but we'll burn that bridge when we cross it, or something like that)

  • It's pretty goddamn rough. If they're going to put this hit validation ######### on everything then BHVR needs to optimize their ######### game and spend money on more servers.

    The entire continent of North America has 2... and for some reason I'm pretty sure I regularly find myself on the Brazilian server anyhow.

    I just had a match where, I don't know maybe the guy had like 20 ping or something crazy, but I could not hit this #########. Every single dead hard hit on my screen... then whooops he's still up & free while it leaves me (as in me IRL) disoriented and thrown off, buying him even more time.

    I know he wasn't cheating, or at least think so, since I did eventually get him down. But it's like there's nothing I could do that he couldn't react to way waster. (I'd guess about 50 ms faster actually....)

    Or maybe I'm just wrong about how all this works and I was up against God or something. But damn it feels bad anyhow.


  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648446#Comment_2648446

    You don’t have to guess if you see them, mind games can be made whether they are audible or not.

    Maybe I'm missing something here, but what sort of midngames are you even talking about where you're able to see the survivor--when that absolutely means they can see you--making it irrelevant whether they're audible or not?

  • @Jaxton2000 said:

    To disable a perk at endgame just so you can squeeze in a kill is dumb and irrational. This just sounds whiny to me.

    Every single perk has a use, and a perk to prevent tunneling etc. is extremely useful especially at end game.

    No to all of it.

    This is coming from someone who doesn't use DS because I haven't unlocked it and get constantly tunneled for no reason ALL the time... i'm usually the first to die. So for me, this perk when I get it would make it a lot less frustrating to get tunneled.

    Ah, damn that frustrating END GAME tunneling...!

    waitaminute....

    The whole rationale for tunneling ever constituting "a bad thing" in the first place roots from the inherent "well that sucks" factor of being removed from the game without having had much chance to even play it.

    It's just like people who ######### about being "camped" at the end game. That's a total misapplication of a concept intended to convey a relatable frustration, instead being twisted into this totally arbitrary standard of "bad" as long as people keep shouting "THING BAD" long enough and loud enough to divorce it from all context.

    It's entirely irrational... as in zero rationale backing up the stance at all. Getting frustrated over those things is just petty.

    People might say "tunneling" casually in reference to going after the same player repeatedly, same as how people might describe an end-game "face camp", but there's a major difference between the capital T & C applications of Tunneling and Camping as experiences that are at least understandably "not so great" rather than full-on survivor rulebook like this.

    That's not to say even capital-t Tunneling is some "you cannot do this killer" matter either, though it is something with which a lot of killers still empathize and try to respect. Because there's some reason. End-game Tunneling, on the other hand, totally contradicts any value the term holds. It literally does not exist.

  • Don't know if I'm sold on switching out a perk slot for it, but mad respect for the well-formatted & articulated longform argument.

    You certainly got me from outright dismissing it as a definitively bad perk to considering the upsides & curious how well it would pan out for me.

  • It's okay to feel the way you do right now. The player community can be really ######### at times, and too often this game ends up making you feel bad even outside the game parameters when it's ultimately meant to be a fun distraction.

    Take care of yourself first and foremost by recognizing that instinct telling you this experience is doing more harm than good right now.

    Maybe things will have improved by the time when, and if, you decide to come back. Or maybe something better will come along in the meantime. Either-way, trust your feelings.

  • Well, this is DBD... naturally you're the Big Bad Killer who's totally helpless to hold back someone literally bleeding to death from inching their way to victory right in front of your face. In fact, your best option is to actually HELP THEM ESCAPE by picking them up and eating the strike to let them so they can run out the gates teabagging if it gets the game over that much quicker

    Yeah, that's the definition of a no-win rather than outplaying the killer if the killer can know exactly what you're doing, yet left with no counter to make because they can't jam their foot into your back to hold you in place for 60 seconds...

    It's just one of those DBD things warping the game premise until playing killer feels more you're the joke in a bullying simulator.


    People defending it already know it's totally BS game design. They just don't care. They want their free escape button because that's the whole point. It's not about reasonable counters & prospects for good plays on both sides, They prefer it as this godly tool--especially for groups already coordinating together over voice-coms for that steroids boost advantage--to feel even bigger by guarantying every endgame hook is an escape as long there's at least one person with DS left for a hook trade.

    Ironically, all it does is make tunneling all the more attractive when that's just yet another reason why its in the killer's best interest to tunnel from the very start if they can burn through DS while there are still counter-plays to be made at all.


    This is my own rough recommendation for DS from a thread about the skill check being irrelevant:

    Absolutely 100% agree that the skill check is unnecessary now... actually given the game's increasingly ridiculous performance & frame drops it's outright cruel.
    They could at least make it take up 3/4 of the bar so if it were about keeping some way to preserve the DS check.
    
    Ideally I'd prefer a few more changes too:
    *Buffed DS up to having 2 uses per match now too (1 per hook)
    *Removed unhooking others / self-heals from deactivating it (just prohibitive)
    *But INCLUDE blessing totems to deactivating it... like seriously #########.. how did they.... ugh
    *Most importantly DEACTIVATING the perk if gates are open because that no-wins situation was still the most BS thing even before the nerf
    
    


    Or I'm just some dirty killer main out for easy 4ks or something.

    Maybe its that much better & healthier having the epic "4-man escape guaranteeeeed!" button than something feeling way less bullshit for killers and doing way more to combat tunneling for survivors... even if that means you can't deny killers from some end-game pyric victory of a measly 1 kill... provided your team couldn't just bodyblock, flashlight save, or BT that person to safety anyhow.....

  • I think I'm in the thread before people start rolling off game changes like bloodlust and windowblocker to argue that killler is "easier than ever" like that's some objective matter nullifying the actual root problem standing 50 feet high in neon letters here: KILLER IS INCREASINLY UNFUN TO PLAY.

    Boons don't have to be the most OP thing to have ever existed in this game to still corrode the already withered value of playing the killer mode. How the ######### did those things leave PTB? How? Yet another time-management mechanic for killers to juggle for the benefit of survivors despite the compounding effect upon the inherent stress & belittling experience that the devs allow to fester

    Despite a claim parroted most by people who usually don't play solo-survivor or killer, solo absolutely IS a lot of fun these days. Playing killer... well playing killer ain't so fun, and considerably more often than not.

    (It sure doesn't help either that their preferred mode of balancing problematic killers these days is to literally make those characters less enjoyable to play with arbitrary cooldowns and obtuse mechanics that end up feeling tedious and punishing. Nurse, Hillbilly, Freddy, Slinger...)

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/294299/bhvr-is-pushing-killers-to-camp-and-tunnel

    my advice is to not focus on a 4k, but instead just having fun. try a meme build without cheap tactics; if you win, that's awesome, if not, you were running a meme build.

    That might even be swell in a game without the groups of Scumbags With Friends feeding off the natural 4vs1 atmosphere to end up perpetually bullying & berating any killers who put up a weak showing as their own little entertainment & testament to their ego, regardless of the circumstances.

    Oh I know I'm playing a meme build... they just don't give a #########. Nor do any care whether it's a killer you never play for some daily, whether you've got no add-ons, whether you're following self-limitations to make it more fun for them, or even whether you're playing on a CRT monitor with no audio, three broken fingers, and a fork up your ass.

    Losing isn't actually that bad in any environment where people don't treat you as literally bad for letting it happen. In DBD though way too many people even go out of their way to make you feel bad. That's largely because BHVR has let it become this bad by never tackling toxicity in the first place.

    Some games can get away with even worse sportsmanship & indecency, as they're more level fields of competition/comparison, but for an asymmetrical game--compounded by the extreme SWF skew of power & viciousness--every push from balance to a jester role to be ######### all over makes it that much more imperative for BHVR to make sure losing is fun.... or at least not ######### miserable, by getting rid of anyone acting in ways that would get them punched in real life.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631182#Comment_2631182

    Let's be realistic. No one wants to play against SWF even if there were a huge BP reward, it not worth it. If you could get auric cells or shards... that will be another thing.

    I don't think that's true. People already use weaker killers, weaker perks, and weaker add-ons all the time, so the default assumption that everyone would always and only go for easier 4ks has always been erroneous.

    People do like a challenge... just not so much when that's randomly dropped on them any given game.

    Sometimes I really just want the default game conditions intended by the devs, and I'd easily wait 2-3x as long in queue... sometimes longer... just for that balanced game-state of solo queue.

    Other times--honestly, most of the time--I just wanna play the damn game... and play right now. I couldn't give a crap whether that means it's solo/2/3/4 or mind-melded navy-seals on voicecoms. Slash and dash baby. Slice and dice.

    There's security in being able to recognize/appreciate epic plays against me as a real matter of skill & timing rather than voice-coms, and I can better gauge my skills.... or lack thereof. One of the worst parts about the SWF/Solo blend is that you never even know which it is for sure. Even just knowing is a major a morale buffer for playing as killer... I think it'd help me as a solo survivor as well to be honest. I know I face the inverse where killers assume swf or take out their last games on we randoms from having to always expect the worst.

    But if you were to actually toss in the BP bonus on top of all that all that too? Damn right I'm gonna be playing against SWF far more often than not. Basically every killer I'm remotely familiar with so I'm able to move into the next phase of skill there.

  • @Altarf said:

    I still think the squished nose, piano key teeth and cartoonishly pulled skin on the remake design ruins it.

    OG Nemesis looked like an actual intelligent bioweapon - dangerous, cunning, much more humanoid than other T-Virus mutants. The stitch on his eye, the general smoothness of the skin like he was lab-grown, the uniform leather coat and teeth bared in a snarl. He could even express emotion. Remake Nemesis looks like a regular tyrant wrapped in a garage bag, given twenty packs of steroids and smacked in the face with a sledgehammer.

    He gives off much more of a "dumb brute" feeling with his general design and gameplay in the remake compared to the original, where Nemesis was a terminator-like intelligent pursuer; who would set up ambushes at random points and overwhelm Jill with tactics and complicated weaponry rather than "brute force unga bunga punch punch punch on sight". Although that's more a problem with the remake than Nemesis himself, with how it turned Nemesis into Super Mr. X rather than retaining the original uniqueness of Nemesis. Pretty much all of Nemesis' "cool" moments in the remake are scripted near-cutscenes where he screams and mindlessly chases Jill. His gimmick was meant to be intelligence, adaptability and survivability - not the Hulk who uses a rocket launcher like, one time in the entire game.

    https://us.v-cdn.net/6030815/uploads/U9KP0PBFVP7U/maxresdefault-286-29.jpg

    https://us.v-cdn.net/6030815/uploads/KAHUGQ3ZSL3F/103056.jpg

    Marry Me


  • @yougotexposed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628933#Comment_2628933

    So basically free for you to destroy instantly and waste the survivor’s time booning it?

    Make it make sense. If y’all actually want balance then suggest proper buffs and nerfs.

    Otherwise own up to it and just say you want one side to be trash.

    Except that's ALREADY the primary excuse trying to rationalize boons as A-OKAY and totes balanced despite being... y'know.... these moveable, infinitely lasting, infinitely replaceable even when "crushed," AOE perks for your whole team, that are actually stronger than the individual counterpart perks...

    "BUT YOU CAN FIND & STOMP THEM SO EASILY TO WASTE SURVIVOR TIME!"

    Yeah, that's some bullshit there. Straight-up ######### bullshit. Not that this backpedaling is what sinks the argument. That just reveals the smokescreen as that much more transparent.

    Taking even a few moments to actually consider the math of the time-value defense for boons is what really exposes the position as outright objectively false.

    Starting from worst case scenarios getting literally zero usage from the incredibly powerful boon effects... taking a whole 14 seconds from 1/4 survivors basically ends up breaking-even if it wastes just 4+ seconds for the killer to locate & snuff the totem. Gotta remember: four survivors, one killer. Makes killer time far more valuable than survivor time, say, 4x as valuable...

    If the boon takes any longer to snuff? That's gaining value. Every instance of actually using those boons? That's banking major value. You've got to outright assume the worst cases of the worst case parameters until you're seeing any consequences from boons as a survivor. Their "downside" is entirely predicated on a player making one very bad play, compounded by a really stupid play before it costs them... for a rather trivial time-lose when you've got 4x the players...

    The prospect of balance via boon trade-off costs is downright absurd when they're negligible beyond the point of irrelevance. There are no hard decisions made in applying the perks. They've got no true costs, they've got no true drawbacks. Not meaningfully anyhow. They're such a ######### joke...

    ...

    Anyhow... you were saying something about the other poster, right? That out of this entire boondoggle, it's their suggestion for a smaller AOE radius (and/or implying to cover the whole effect field with the sound detection) that's crossing the line here? You think THEY are the ones trying to bust this game wide with wicked one-sided ways? Uh... okay then...

    Alternatively... you sure you're not the one who wants to step up and admit anything here?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628692#Comment_2628692

    I guess an intelligent conversation is not what you're after, it's just the usual "survivor op" and no relevant argument

    Uh... are you replying to the right post?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628558#Comment_2628558

    Sure, get the blue fields for boons and we get a yellow field for noed.

    You got it. The whole map will be tinted yellow.

    😏

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628281#Comment_2628281

    I'm well aware that killers don't see the light, I also play killer.

    How is it everyone else's fault if someone decides to play without headphones? This game is directional so people should be playing with headphones.

    I play with headphones including virtual surround sound as well. (Not $300 gamer 1337 stuff, but they shouldn't have to be).

    Headphones certainly offer a vast advantage in many areas of the game, though this game is also intended to be played (and played together with) a number of platforms where headsets aren't even the norm. It's not that absurd to think the devs would make reasonable accommodations so people can better play from televisions without all that. (Or to facetiously apply my favorite SWF egotism: "Now you're PUNISHING ME for having friends on my couch who like to watch me play?!")


    Though the real takeaway from my post was essentially:

    1. The audio cues are still not very helpful for their range, loudness, and directionality.
    2. Meaning the often claimed balance condition of "easy to find & bust" isn't actually true.
    3. Yet the blue field-effect that survivors see would make it true, and without directly revealing the totem either still.
    4. Which improves access for people with hearing issues & also compensates for audio system variation across DBD's many forms/styles
    5. So there's no real reason killers shouldn't get the blue field effects as well (and every reason they should).
  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627839#Comment_2627839

    So the new boon, which only works in 24 meters, which is enough of a radius for you to hear, is going to counter slugging?

    Just step on the boon or don't slug. How difficult is that to counter? You literally can hear it if it's that close.

    The way survivor mains talk about boons it's like they're under the impression that killers can see the same blue radius they do to just estimate the center until the chiming gives it away. It's nothing like that.

    Killers don't have any visual & that audio beacon doesn't cover even half the AOE. Besides, not everyone plays using the same audio setup, or headphones at all--especially console players.

    Personally? I can barely hear those #########. Maybe its the frequency, maybe its my settings, or maybe it's just my age, but--basically--I've got to be standing right on the bastards to locate them. The 2+ story maps are that much worse. (For the record, I actually do play with headphones & digital surround on as well. They aren't the best or anything, but still.)

    Y'know, if the killer actually could see that same blue area-of-effect like survivors do (just minus the totem highlighted) then maybe it would provide the whole "takes time to place, but you just walk up & smoosh!" narrative people keep claiming exists... and keep citing as the defining feature making boons balanced in the first place,,

    Well okay if that's why boons are balanced, lets have it...

    Its a hell of a lot less punishing to people with hearing difficulties too.

  • I've been running it a lot too lately, and been doing crazy well with it compared to usual.

    It seems strange that changing it mattered much at all, but definitely a measurable impact.

    I dunno, Maybe the aura time-outs always made me zone out, hah.

  • There was an actual Stranger Things game on Steam that got pulled as well. Netflix really was just cleaning house.

    Believe me, BHVR has burned away every default presumption of good-faith on my part & squandered any last remnant of goodwill left lingering, so I'll absolutely take them to task over their misdeeds and for every bill due.

    This really just isn't on them.

  • The 5th anniversary gameplay montage was incredibly telling of what they want this game to be. It was streamer after streamer just dunking on killers in epic loops & spins & stuns. I honestly don't recall if there was footage of anyone even playing killer at all there.

    It's the punching-bag role.

    Their arbitrary 50% kill rate is the worst ideal possible when that's averaged out of games getting ######### on the whole match without any hooks until you manage to facecamp one or two to death in the EGC.

  • God, I've wanted to make a thread like this too recently too, though its my ping at issue here...

    I literally spent 12+ hours recently researching and testing out every possible tweak I could make that might improve my ping to some manageable levels thinking there must be *something* wrong here.

    All I learned was that my equipment settings were damn near optimal already. At best, all that time/energy shaved maybe 3-5 off. At best. That might sound good if I weren't consistently hovering around 75 as a GOOD in-game average.

    You bet your ass I've got the best damn internet my zip code has available. I mean... okay that's ######### DSL here, but high speed and I'd recently moved like 15 minutes away from nearby where I had a fiber connection. To be honest, my ping on fiber wasn't that much better. Noticeable enough I spent 12 hours looking into fixes here, but even there I would've killed for a ping of like 50 still.

    I live in the United States too, but I guess just about as far from both the western and eastern serves as I could possibly get and everyone else I face is similar or outright lower up to incredibly margins that make an insane difference. Hell, sometimes I seem to end up ON THE BRAZILIAN SERVER and end up having roughly the same ping. Geographically, I guess it's not that much further.

    There's my issue: I'm basically equidistant the ONLY 2 servers on this massive bloody continent and one from ANOTHER continent.

    There's somehow this giant ######### dead-zone where the game goes from being a really reactive cat & mouse chase to well... a totally different type of gameplay based on guesswork swings and major whiffing, while largely waiting for the lucky bastards with 40-50 ping to mess up or get screwed over by lag. Being able to switch situations with the OP and have that lower ping would be the damn dream for me, I couldn't care less about occasionally getting screwed by the differences if only to be one the good side of all that for once.

    WELL ######### THESE LIMITED SERVER LOCATIONS ALREADY.

    I know this game makes more than enough money to afford better because I recently went through and calculated how much I've personally spent on this game. And that hefty amount still has to be marginal next to the folks who regularly buy those insane $10-15 cosmetics that I see all the time when new stuff releases. Vanity purchases aside, there are very few games with anywhere near the sort of regular 3-month cash injections that this game gets from its damn near mandatory DLC and an audience that's gotta have em all. The funds to expand absolutely exist.

  • @Seanzu said:

    You guys are pretty easily bateable it would seem.

    Hackers clearly hate bhvr and enjoy the community hating on them, what better way to do that than say they never get banned, I can assure you they are banned, but when the game is £2 and it makes people this angry why not do it every couple of weeks?


    Could this increasingly widespread issue suggest another systemic problem alongside BHVR's other lapses at securing a proper gaming atmosphere?

    "No. It's haterz. And--as we all know--haterz gunna hate."

    😵

  • @Hippie said:

    I mean, if you properly report people, they get clapped. Can't expect support to ban players if you don't provide clear video or photo evidence... it's not like they save recordings of matches like CS:GO does, sadly.

    The cheater *MIGHT* get clapped, though we usually can't even know that when they hide everything, my additional thoughts being...

    1. I actually consider the circumstances of their real in-game report system being 90% useless as incredibly damning of them rather than saying much about players who fail to follow up out of game with that greater time/evidence commitment, especially when BHVR's behavior gives them reasons to doubt their time investment will be worth it.
    2. Its kinda ironic (and certainly amazing) that the in-game report system is a placebo doing absolutely nothing in most cases yet simultaneously its this mandatory and essential component of the actual off-site report that might elicit any action, Without that filler report that's otherwise filed away, all the proof in the world is totally meaningless for the second report. (because I guess they can't confirm you & this person & this other person all really played this match at this time for whatever reason without that???)
    3. In the past I've provided irrefutable, irredeemable video evidence of a cheating (alongside bullying that itself warranted a temporary ban at least, though doubtfully would've been punished) and personally had to follow-up with another complaint 2 weeks later after realizing that person was still playing, despite an increasing number of comments calling them out on their profile and presumably other reports as well.
    4. Still, I don't know what their ACTUAL punishment was, or whether it was worth my time, as BHVR refuses to disclose any details even though that would both encourage good reports and discourage cheaters thinking they can get away with it.
    5. Their rationalizations for not making justice public might even float if they had a modicum of public trust secured, but clearly their lack of disclosure and follow-through only suggests a convenient smokescreen to obscure both a lack of meaningful action and the true extent of the issues.

    Yar. Quite the messy situation.

  • As soon as I max out the rift levels I'm taking another break again.


    The rubadub? I'm less than a month back from my last 2-3 month hiatus where I skipped the last rift entitrely.


  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619018#Comment_2619018

    And the killer's build is not frustrating in the slightest, right?

    Seriously? LOL. "Ah lets see... one... two... yeep, that's two sides present, and, as good old math indicates, therefore perfectly equal!"

    Did you really just cite frustration as if some meaningful "well check yourself!" factor... because that killer dared to bring... some pretty good perks, arguably good add-ons, and a random BP offering.... with that having the sum-total mad synergy value of #########-all nothing?

    What? Like what? That's "what" as in "well what in the world wouldn't be then"?

    Somehow that's your metric for "bringing good ######### too!" where someone's clearly not just equipping decent whatever anymore.

    You mind actually considers that killer loadout as anywhere near the same kind of deck-stacking as when, for example, all four survivors work together through external voice-communication software to perfectly coordinate and communicate a group synchronized plan of perks, equipment and offerings (stacked as a four fold countering of what the killer could potentially ever bring at best) designed to win by making it virtually impossible for the killer to progress their gameplay goal--a process naturally frustrating for the killer, albeit those frustrations equally amusing for the four ganging up on the one--and ain't that always a healthy dynamic...

    Just wow. You could make a super-conductor from logic as free-flowing as that.

  • ######### I forgot he was even in this game anymore

  • Absolutely 100% agree that the skill check is unnecessary now... actually given the game's increasingly ridiculous performance & frame drops it's outright cruel.

    They could at least make it take up 3/4 of the bar so if it were about keeping some way to preserve the DS check.


    Ideally I'd prefer a few more changes too.

    My thoughts:

    *Buffed DS up to having 2 uses per match now too (1 per hook)

    *Removed unhooking others / self-heals from deactivating it (just prohibitive)

    *But INCLUDE blessing totems to deactivating it... like seriously #########... how did they.... ugh

    *Most importantly DEACTIVATING the perk if gates are open because that no-wins situation was still the most BS thing even before the nerf

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615290#Comment_2615290

    Run back to the gen, he gets another Tinkerer proc because Ruin regressed the gen

    Ruin and Tinkerer is just an endless boring cycle of being chased off gens, and in Solo Q you some times don't really get any chances to look for that totem because you have no idea what your teammates are up to.

    So that one survivor wasted at least 15 seconds of the killers time, with the chance to waste another 15 if they come back...

    …providing a total of 30 seconds for All The Other Survivors to progress the game uninterrupted instead.


    It's pretty reasonable, solo or not. You can't expect this game to be balanced where one player can do everything, and I think that's the key misstep in the Sluzzyside philosophy of Game Balance. Solo players may not always act that way, but the game is inherently 4 players working against 1.

    Tinkerer is certainly tougher in solo than SWF, then again so is everything. That's more a testament to the balance-breaking of voice-coms & the stubborn refusal of the devs to recognize the extreme differences with/without on the exact same match-up. That's how you cut off the Hydra's head. In the game we've got where balance is a much looser tent trying to cover both arenas? Tinkerer is well within the margins of reasonable for 4 isolated players to counter.


    Meanwhile, you could label the cat & mouse game required to combat Tinkerer as being repetitive. That said, putting "repetition" up on the chopping block as inherently boring (and therefore worth removing) does end up ringing extremely hollow for a game that's got it everywhere else, and where the core excitement extends from literally running around the exact same circles before the pallet drop... allowing you to move to the next set of circles... and so on..

  • Now you have to hook survivors 3 times before you can mori them (and it instantly completes a gen).

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/292018/game-launch-movie-switched-from-mikaela-back-to-trickster

    At the end it advertises the new Crescendo tome that features Trickster and Yun-Jin

    Ahhh okay. Yeah I almost certainly zoned out before that then.

    That does seem pretty definite.

  • @Mat_Sella said:

    on one PTB you became bloodied as you were continuously injured throughout the match, but people complained it ruined the point of Prestige-ing your characters so they removed it.

    Whaaaaaaaaaaaat.That sounds like the coolest thing ever. #########? How could they abandon that?

  • @Fuzzels said:

    First time on online games? I mean really, some of y'all never would have made it playing old xbox live back in the day. People are ######### for no reason, get some thicker skin and move on

    Clearly some people are.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2601901#Comment_2601901

    This whole time we thought the entity was fed by the hope of survivors.. maybe we have always been wrong and it's been the other way around. It all makes sense now

    Oh the Entity feeds on suffering all right.

    But not survivors.

    Or the killers.

    Just ours

  • Boons are catching on way faster than I'd expected.

    Figured there're be more delay from needing BP to level them & some players waiting for sale, but with recent blood points codes and this tome challenge encouraging people to buy right away... boon aren't the future meta: they are meta.

    BHVR is clearly raking in mad cash atm... but that's probably not a very good thing if it further incentivizes them towards short term cash grab decisions at the sake of long term stability, balanced gameplay, and real growth :-/

  • I posted the second part of this in another thread earlier but that one got banished to the wastelands of the suggestions forum to never be read again. I very much need to post my declaration here for people to scoff at now so in like three months I get to toss out some epic "told you so," albeit in a haze of bitterness without even the mild satisfaction of being right given how the horrendous imbalance it inflicts upon this already troublesome game will ultimately plague all of us who enjoy both sides of this game.

    First an extra observation though:

    Perks that are much too punishing for new/learning survivors to handle: old ruin (for its skill checks that are basically the same as any skill checks)

    Perks clearly of no concern for new/learning killers to handle: a freaking AOE scratchmark deadzone that's effectively infinite & applied party-wide so each survivor with the perk can compound coverage zones that totally remove one of the most fundamental gameplay mechanics the game was designed around, and finally providing insane synergy with iron will as something that's already meta level powerful for eliminating one of the other most important means of tracking.

    Now consider this delightful little perk design with the same weight of balance all the other scratchmark hiding perks get and you'll find their strengths to be gauged in seconds, extremely situational, and exclusive to the perk holder. But hey toss all that out and I'm sure the perk is still totes fair and not a scummy move to sell more DLC.


    I'm calling it straight here: boons are the future for as long as they go unchecked here. This is the new meta.

    The community as a whole just hasn't figured it out yet because the intangible results of what's not happening over on the killer side aren't so readily apparent. That will change in time though. It's all downhill once players start catching on to the real power boons hold & the time delay required to grind them.

    The people trying to claim boons are even remotely balanced are either (A) in extreme denial, or (B) outright lying to further their own agenda favoring something as stupidity OP and broken as boons obviously are.

    There's zero value in "stepping away from the stale meta" if the only reason people leave behind their extremely powerful perks is because now they'd hardly ever use them when it's often easier to outright avoid getting downed by usually ducking into one of the hide & seek zones.

    All the claims about boons actually "wasting time from gens" are as intellectually dishonest as any claim could be. One survivor wasting 12 seconds on a totem they stumbled across is nigh ALWAYS going to break even with the time it'd takes the killer to track down & snuff that totem. For a competent player, that's basically your worst case scenario. Even a single boon usage from there is a net gain as far as the time tradeoff goes, where the value generated wasting killer's time is so, so, so, so much more valuable than survivor time required. Advocating for boons outright ignores this game being 4 vs 1, not to mention the extreme impact of just 2/16 well placed perks can have on the 4 survivors. The average gains per boon applied are a whole lot more valuable with these being the "risks" to the reward potential.

    To consider boons balanced basically requires imagining them in some vacuum so "time away from gens" can be treated as pure cost. In truth, it's blatantly an investment (and an incredibly secure and insanely lucrative one at that) generating returns by impeding killer gameplay that would otherwise (and indisputably) pull more survivors off generators for far longer. A game might go on longer with the boon impacts pushing the survivors back into their safety hubs rather than slamming gens, but unlike typical games the killer isn't gaining footing the longer those games go on. It's almost the opposite, where survivors are free to carve down gens while largely containing killers to failed chases and reverted health states in a stalemate. Boons are so much more powerful than people realize or want to admit.

    Hell, now I'm seeing the boon-boosters fall back on conjecture and anecdotal evidence of people being stupid with boons, as if stupidity is some unique, inherent challenge to setting boons. Sorry, but no---the mere possibility of any given person spending the whole match looking for a totem only to end up distracted by the shiny until the killer gets them isn't the same as a meaningful drawback. That's selectively deploying the same excuse applicable to anything; I mean every killer is underpowered for a player bad enough that they can't hit anyone. You've got to assume reasonable competence when talking balance.

    Some people are behind the curve now due to newness/ownership/grind/etc, but that won't be forever. Barring major changes, the OP's game is the new meta we'll see.

  • I'm calling it flatout: this is the future meta for as long as boon totems remain unchanged.

    It's only downhill from here as players start catching on to the real power at their hands (and being able to grind it).

    People trying to claim boons are even remotely balanced are either in extreme denial or outright lying to further their own agenda favoring something as stupidity OP and broken as boons obviously are.

    There's zero value in "stepping away from the stale meta" if the only reason people leave behind their extremely powerful perks is because now they'd hardly ever use them when it's often easier to outright avoid getting downed by usually ducking into one of the hide & seek zones.

    All the claims about boons actually "wasting time from gens" are as intellectually dishonest as any claim could be. One survivor wasting 12 seconds on a totem they stumbled across is nigh ALWAYS going to break even with the time it'd takes the killer to track down & snuff that totem. For a competent play, that's basically your worst case scenario. Even a single boon usage from there is a net gain as far as the time tradeoff goes, where the value generated wasting killer's time is so, so, so, so much more valuable than survivor time required. Advocating for boons outright ignores this game being 4 vs 1, not to mention the extreme impact of just 2/16 well placed perks can have on the 4 survivors. The average gains per boon applied are a whole lot more valuable with these being the "risks" to the reward potential.

    To consider boons balanced basically requires imagining them in some vacuum so "time away from gens" can be treated as pure cost. In truth, it's blatantly an investment (and an incredibly secure and insanely lucrative one at that) generating returns by impeding killer gameplay that would otherwise (and indisputably) pull more survivors off generators for far longer. A game might go on longer with the boon impacts pushing the survivors back into their safety hubs rather than slamming gens, but unlike typical games the killer isn't gaining footing the longer those games go on. It's almost the opposite, where survivors are free to carve down gens while largely containing killers to failed chases and reverted health states in a stalemate. Boons are so much more powerful than people realize or want to admit.

    Hell, lately I'm seeing the boon-boosters fall back on conjecture and anecdotal evidence of people being stupid with boons, as if stupidity is some unique, inherent challenge to setting boons. Sorry, but no---the mere possibility of any given person spending the whole match looking for a totem only to end up distracted by the shiny until the killer gets them isn't the same as a meaningful drawback. That's selectively deploying the same excuse applicable to anything, and every killer underpowered if the player is bad enough they can't hit anyone. You've got to assume reasonable competence when talking balance.

    Some people are behind the curve now due to newness/ownership/grind/etc, but they won't be forever. Barring major changes, the OP's game is the new meta we'll see.

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