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ElusivePukka

ElusivePukka

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ElusivePukka
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  • @str4wberryp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588607#Comment_2588607

    What do you mean by that? FYI I have over 250+ hours as a killer and 100+ as survivor.

    I think Pig is also a bit too strong with the new patch and the new addons, but that's a discussion for another time. Let's focus on what can be changed about clown's power.

    350+ isn't a high volume, and Pig was NERFED with the latest patch

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588487#Comment_2588487

    There used to be an incredibly small amount of cheaters back in the day, so they are clearly capable of dealing with it.

    A small volume of cheaters for what's a niche game isn't the high bar you seem to infer.

  • @ChiSoxFan11 said:

    Are we living in a world where people are complaining about Clown, of all killers? 🤦‍♂️

    I mean, newbies still come into the game every day, not realizing that killers like Pig and Clown are easily countered

  • The clown was a serial killer who used a gas to drug his victims and his guise as a clown to move around the country, as well as an addict. His bottles are admirable lore tie-ins, and he's a low-tier killer despite all that.

  • Both as survivor and killer post-MMR I've been rubberbanding between 4k games and 0k games - so technically MMR is 'working' and getting an average of 2k, it's just not all that fun. Several of my killers started at relatively high MMR - high enough that then and now I see consistent speed-hacks et al. - but I'll not blame the hacks for my losses; hackers tend not to be good at the game, so to an unknown degree I will have failed.

    I will say a chunk of those 0k games are because I actively refuse to tunnel or camp: the chase and multihook games are more important to me, and I'm a fan of the emblem system. I'm also the loser who'll volunteer to die if someone's being camped, because I know I'm usually the most capable of getting someone taxied out of the gate.

    On lower MMR killers I've been keeping them low by getting a Ruthless 1k/2k wherever possible. No need for me to deal with hackers on Myers, y'know?

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587555#Comment_2587555

    What will that accomplish? The killer will very easily continue to slug until all 4 is down.

    Oh no. Someone's slugged and being used as bait. Do you A. let them bleed out, or B. not take the bait?

    Is it scummy on the killer's part? Yes. Are you wrong to reward it? Also yes.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587493#Comment_2587493

    What good is the Clairvoyance perk if the killer will slug for the 4K?

    What good are you if you can't hide from a killer?

  • A hint about Ghost Face: undetectable on demand is more powerful for an interrupt or loop faking than it is for waiting out a mark.

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587180#Comment_2587180

    Self-Care is a second chance perk now?

    COH is not a second chance perk. Second chance perks are things like Dead Hard and Decisive Strike. COH does not lengthen a chase.

    I'd rather everyone bring Self Care than have two people with CoH. It changes the 16 perk meta in the same way comms do - by allowing the survivor side a free perk slot.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587395#Comment_2587395

    I see the killer winning in about 9 out of 10 matches. Stats also show killers are overpowered, with some getting as much as 3K on average with the hatch available (before it was even nerfed into uselessness). It's going to be bad now.

    There is no evidence at all showing a killer doesn't have a marked advantage. All the real evidence points to survivors having a marked disadvantage with almost no chances of escaping unless the killer screws up.

    Survivors might have 16 perks, but they are all extremely weak and they are not always active. The killer's 4 perks are negatively impacting all 4 survivors simultaneously. So in reality, the killer's 4 perks are equal in strength to all 16.

    Allow me to correct myself, the killer's 4 perks are stronger than the survivors 16 perks and influence the outcome way more. Look at NOED for example or Devour Hope, Tinkerer/Ruin.

    Some survivor perks don't even activate unless the killer plays scummy (ie. Borrowed Time). And Decisive Strike punishes the survivor for playing the game. What killer perk does such?

    If you see that from the survivor side, you're not a good survivor/teammate. Stats about kills are also irrelevant, given what we know of BHVR's collection process - and while I don't think the hatch and key nerfs were needed in tandem, you have a new perk in Clairvoyance to find hatch if that's what you rely on.

    Despite your claim, the 'real evidence' of recordings and interviews says even BHVR acknowledges that the game is survivor-sided.

    Despite your claim, the pretense that survivor perks are all weak and irrelevant to play is verifiably false. There's some that could use buffs for both sides, of course.

    There's no killer perk without counterplay, and no killer perk or combo that eliminates the chance for survivors to succeed. Name one that can't be countered.

    While I'm a killer main, I play both sides, started as a survivor main, and frankly - your pretend perspective is one I outgrew a long time ago.

  • I mean, Executioner. Triangle Head has multiple parts to his power, and they're all satisfying. Sometimes I just walk around with the trail going, simply because I can.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587300#Comment_2587300

    The game already favors killers for the majority of all players. Even with 5 good average players, killer still has a huge advantage to win. Why would you want the killer to also have a huge advantage (almost guaranteed) chance of winning even if all four are good?

    What would be the point in playing survivor role if your skill is meaningless?

    With 5 good/average players, the killer doesn't have a marked advantage, full stop. It remains dishonest to waste people's time with that drek. Your 'logic' only works if there's only one player on the survivor side - as such, you logic isn't relevant to DBD.

    16 perks versus a killer's 4, items which trend toward impacting the game more than a killer's addons, and the potential for comms which overshadow, boost, or overtly replace an additional 12+ perks? The game is only killer-sided when regarding the inexperienced.

    Further, a chase will on average last 40 seconds. 80 seconds to a generator means even if the impossible happened and a downed player were immediately hooked every time, with chases starting in sequence, 4 generators would be done at minimum before anyone were at risk of dying - and all of this under the assumption that survivors haven't been on multiple generators at the same time.

    The goal of a survivor's chase is to waste the killer's time for a while. The goal of a killer's chase is to not let that happen. But even if the killer gets a down every time in these impossible scenarios with actual advantage to the killer, unlike with merely eventually being assumed to gain a down per chase, they'll still fail to kill everyone.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587229#Comment_2587229

    Is it fair for survivor to go down/lose if they don't screw up?

    Eventually, yes. Without that risk in a chase, there's not much fun in the chase from either perspective.

    Game mechanics are best when they have a risk of chance and a risk of failure, and since this is a game with one player versus another (versus another, versus another, versus another) both sides need a chance to succeed - and if the ideal chase was neither screwing up and the survivor never getting downed, other survivors would never get chased for their evader points and the killer would never be rewarded for their participation by losing out on both chaser and lightbringer points. There'd be no point to anything but meta play from the survivor side, and no real drive from the killer side.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587081#Comment_2587081

    "Reliable" for killer mains means any killer should win every single game. Killer is not supposed to win every game.

    Or you could be honest in your caricature persona, but that might rock the boat.

    Reliable means "can get up to 4 kills, without relying solely on a survivor screwing up, preferably in a way that means both survivor and killer actually got to participate" - a balanced killer fulfilling that ideal would typically not get those 4 kills, trending toward 6-10 hook games.

  • I think it's inconsistent. Skin ranges from rubbery to passable, hair is either decent or like coloured twigs/yarn stapled to a head, et al.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587153#Comment_2587153

    And if they were JUST doing the same thing over and over, that would be stagnation. But, as established, they're actually doing quite a lot! Most of it is implemented less than ideally, but the one thing they're not is stagnant.

    Besides, most of the new killers have been fun, even if strength/balance was lacking in a few of them. They're even adding new mechanics to those killers, so the argument can't even be made that they're just rehashing old killers. DBD is not a shining beacon of amazing game design, but it does right more than it does wrong, even with its new additions.

    Dead By Daylight needs work, but that work isn't to make it good; it's already good, and it's already the best asymm horror game. It could, however, be a truly great game with a little elbow polish, and that's where criticisms are accurate instead of the baseless whinging you see from the occasional commenter or forum poster.

    When the bar is low for a game, it can be hard for players to realize that more can and should be expected of devs. That's all I'm seeing here.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587142#Comment_2587142

    I don't seem to understand that grades aren't ranks? these are not even used anymore for matchmaking, it's all about a hidden number that is your rating.

    In High MMR only some killers are good, but with the ones you've reached a high rating, by playing your rating is adjusted and soon you will face people of the same skill level as yours, then you will be the power role. Obviously after several months of data gathered with the old system... considering you've won games in row, your rating may be higher than expected.

    (Even a weak killer using nasty strategies can win against a top team, that's not impossible. The killer has the ability to dominate the game)

    By having your MMR adjusted downward to be playing against people "of the same skill level" - which is still a dishonest take on MMR - you're no longer playing in top tiers of DBD.

    Think about it like this: which one is more costly, a killer making a mistake or a survivor? One mistake can cause a killer to lose out on 1, 2, even up to 4 kills. One mistake can cause a survivor to get hooked - which even with the nastiest tactics by killers, can still result in no kills being awarded if the survivors are coordinated.

    Even the best killer only dominates a skilled survivor team that lets them.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587129#Comment_2587129

    Re: Not being praised for their efforts. Sure! But they also shouldn't be called stagnant, not trying, or not adding anything, because that's simply inaccurate. As I said- we could discuss for hours the shortcomings of the game and it's developers - a discussion I'm sure we'd end up disagreeing on some points during, even - but the one thing we can't say is that it's stagnant. Which was your main point, I'm pretty sure, and it's also still accurate to say the game is doing something right- it never stopped doing the things it was doing right at the beta, and that's why it's still king.

    (Also, lol. Competition breeds innovation doesn't actually bear out in a market, at least not often enough to warrant being a base assumption. Whoever has the most money and influence is who wins, not whoever has the best product.)

    "It never stopped doing the same thing, over and over, so it must be doing something right" is literally stagnation. Fresh coats of paint and a consistent failure to deliver on promises don't erase that.

    I also didn't say "competition breeds innovation", I said 'competition forces us to do our best'. While I'd love innovation, what I primarily want from the devs at this point is some QA/QC passes on the majority of the game - you said it yourself, the cracks are showing. DBD is a game in need of repair, both as a system and as a community.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587106#Comment_2587106

    Killer have the power role to end the game, to absolutely stop it. If the killer DCs the game ends, but if one survivors DCs, they can still take the hatch and sometimes even win.

    In terms of strength, with the help of MMR in high levels as well as low levels, you are still the power role because you are matched with a similar rating. Supposedly you will use your best killer that has a good rating against similar players, you may still kill many.

    " Claims to the contrary merely mean you haven't experienced that tier of play." , my Bubba rating is very high because I was matched with players from the EMA team few weeks ago, I think it's almost at the top.

    https://steamcommunity.com/id/sweet_but_psycho2019/ Here is my steam if you want check stuff out.

    If killers DC they lose their points and end up having wasted their time, but the survivors still get rewarded. The survivors potentially win either way.

    High MMR flatly favours survivors. You don't seem to understand that grades aren't ranks, but in high MMR, only a few killers are viable; unreliably so, as well. Many killers thus will have a soft cap, because their counterplay will just be too common at higher MMRs. Any individual killer can theoretically make it to the top, they're just not likely to, and not recognizing that is a failure to recognize reality.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587098#Comment_2587098

    Not sure why a competitor would change anything- DBD isn't in a competition, it's in a market. Either way.

    DBD actually is doing stuff right. There's plenty it's doing wrong- some map design is bad, there's a lot of bugs, balancing at higher tiers is pretty skewed towards one side, but none of those things outweigh that it is simply the best and most engaging asymmetrical horror game. At its core, the gameplay of Dead By Daylight is fun- it's a good game that happens to have a fair amount of grime that needs swiping off it to make it really shine.

    I don't really agree it's stagnant, either- the most recent chapters have all pushed to add new and interesting mechanics to the game, like Nemesis and his AI or Mikaela and her Boons. It's certainly accurate to say those things were implemented poorly, but it seems pretty uncharitable to say that means they're stagnant and not trying at all.

    There is a reason that DBD remains the top dog in its genre, and that reason is twofold. First, yes, its competitors are all just not as good, but second... it actually is a good and smartly designed game at its core, and it takes a while before the cracks start to show.

    If you're not sure how competition in a market affects something's development, you're not prepared to talk about markets. "Competition forces us to do our best" and such.

    AI PvE elements took five years after they were first discussed to be added. Boons are just further skewing play rather than helping adjust meta toward a more casual setting.

    BHVR is, and has been, a lazy and out of touch company. The devs shouldn't be praised for a bare minimum of additions or content when smaller companies are outpacing them in QA and QoL. Is DBD a good design at its core? Yes. Has real innovation or progress come since beta? Barely.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587081#Comment_2587081

    Killers are always the power role, in this subject we were talking about DCs. The killer can at any moment end the game and it's not on the survivor.

    Speaking of strength, they are still the power role, it only matters how good you are and how good you can use your perks and addons with your playstyle to overcome the situation in your game. Some killers are weaker indeed, we all know the tier lists.. but especially with MMR, everyone can do it now. In the skill based games, you are matched accordingly, you are the power role... it only matters how you handle it.

    Killers have the power to end a trial for everyone - but the survivors will win, by comparison. Not a power move, much less a power role.

    In terms of strength, no. Claiming it only matters how good you are simply isn't a realistic take on the game - no matter how good you are, high tier play favours survivors. Claims to the contrary merely mean you haven't experienced that tier of play. Further, it's dishonest to think of MMR in terms of skill - escapes and kills are the least of metrics when it comes to skill in DBD.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587085#Comment_2587085

    It’s fact. We see that DbD is successful and that every other asymm horror game failed miserably and that’s only only due to DbD existing and they failed because of different reasons.

    DbD does something right. People may say it’s because they were among the first and because of the licenses and all. But if everything else was wrong people would still stop playing. Nothing to do with faith.

    The fact is that no, DBD's not doing anything. It's not doing much right or wrong, as a game, and it doesn't have to. It is a stagnant game, and will be until there's a real competitor.

    Merely saying "they must be doing something right" simply isn't fact, or logic, or sense. It's faith, plain and simple - trust and confidence with only self-evident backing, rather than anything empirical.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587073#Comment_2587073

    There is still something that they are doing right though. Not everything they do. But still, they have a huge playerbase and even those that complain stick around.

    that’s not just because they don’t do a particular thing that other have done or anything. People would just stop playing asymmetrical horror games completely if DbD was so bad. If you like it or not, there is something they are doing right.

    That's not logic, that's faith.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586975#Comment_2586975

    Killer is not the power role? killer is always the power role. It depends how good you are and the killer you are playing with (some are weaker than others)

    Killer is absolutely not the power role. Killers are only considered the power role in what would now be called low-MMR games - survivors have 16 perks to the killer's 4, with training wheels and safety nets galore. There's a reason the "all killers are viable" schtick isn't taken seriously by anyone with enough experience in the game; even the top tiers of killers aren't reliable at the top matchmaking.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587033#Comment_2587033

    That is my entire point though?

    i never said they did everything right.

    There's an implication in your posts that the devs are doing something right. Them not doing something bad isn't the same as them doing something right - or will you congratulate me on all the petty thefts I'm not gonna do today?

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587015#Comment_2587015

    Still none of the attempts even stayed relevant for a longer time except for Friday 13th (and that went downhill even before the license hell started).

    they are doing something right, even if some people don’t like it

    Other games failing isn't because of BHVR, whether you want to be honest about it or not. Games like Friday the 13th, Deceit, even Deathgarden, they failed in part because of the inclusion of stuff like in-game voice chats, which made them a less secure experience for streamers - DBD's streamability is its primary reason for success, given the expansion of YouTube and Twitch.

    BHVR's "something right" is just not screwing up that one important aspect, not something the devs are really doing now.

  • @Mooks said:

    Yes.

    Sadly even after BHVR has shown how awful they are (NFTs) it doesn’t change that DbD is the asymmetrical horror game and nothing has come close. And even though many people bash the devs they have to do something right.

    Merely being present in a niche market without competition means they did right a while ago, not that BHVR's done right since entering the market.

  • Bring back the darkness and fog. Give us terrain that's rugged, not flat. That's what I want. Give us any atmosphere I can't make in five minutes from an Unreal tutorial.

  • MMR is a thing because the devs saw it work to some degree in other games, and decided to dumb it down to the point of failure for their own. They're so out of touch with the health of their game that they made a system which caters primarily to noncasual SoloQ, with any successes outside that (whether it be from casual SoloQ, SWF, or Killer) being comparatively rare.

    Some people are seeing better matchmaking. Most of us aren't, because their system artificially inflates numbers.

  • @jamally093 said:

    Red and Blue glyphs: Simple to do and not much of a challenge

    Yellow Glyphs: A bit annoying but fine minus when your facing Doc

    Purple glyphs: Not easy and not fun because i can't find them they say look for the ooze on the ground and nope can find it purple glyphs are the major kick to the nards.

    The purples are killer only, and can be seen with BBQ for a hint

  • @SlothGirly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584320#Comment_2584320

    absolutely, I'm just waiting for either BHVR to reconsider their deal, and change their stance on NFTs, or for BP to come out as scammers and teach BHVR the hard way.

    Only the former would make me feel personally okay spending money on my favourite game again, but the latter would definitely get me to stop advocating for others to 'wallet boycott' too.

  • Considering that a number of people who said they're quitting have stopped posting, including some prolific backbones of this community, I'm gonna say the disgust and conviction is still going strong.

  • I don't think there was an overt nerf, given that front roof access and god window still can spawn, I think the front roof access got shadow nerfed by removing its requirement.

  • If it's being used twice within 40 seconds on the same generator, the survivors in question are showing they lack awareness. Pop isn't oppressive, they're just bad.

  • There was a 200,000 BP apology for downtime, and 666,666 for the season.

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582977#Comment_2582977

    1. it does
    2. it may not, but it should not exist.
    3. anything else?

    It doesn't. You can open the gates. If you're bad or unprepared enough that gates equal a complete loss of pressure, take your loss and get a lower MMR.

  • Noise in general needs a level pass in this game, yeah

  • Continuing to type "this voids EGC" won't make it true, kiddo

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582755#Comment_2582755

    so ending your pressure and control to open the gate and perhaps giving them a free escape? No Lol.

    If you're not trying to have EGC happen, why are you whining about wanting it sooner? Because that's what would happen.

    EGC is not a killer or survivor aid - it's just meant to end the game. That's it.

  • @WaveyTrey said:

    Or simply change NOED to:

    “Whenever a survivor stops powering an exit gate the power begins to regress.”

    It’ll be a slower regression than Ruin. Then make it not a totem. It simply activates the moment a survivor steps off the gen for any reason. It’s called NO ONE ESCAPES DEATH. ESCAPE. Implying it should be based around the exit gates in which players escape through. That’ll help against gen rush also imo if the killer manages to kill 1 or 2 survivors.

    That way the killers can keep survivors in with enough pressure. Especially if there aren’t too many survivors left. If the killer is ranged, mobile, etc. As opposed to just using an exposed totem that could’ve been broken at the very start. The new objective for killer is to block the gates like a soccer match.

    That’ll also make it harder for survivors to leave overall. They’ll have to make more critical decisions. Whenever multiple survivors want to rescue their hooked friend they must open the gates first (Putting them at risk to Blood Warden), or have someone constantly powering the gate (Tapping) as it regresses. Meaning there’s one less person to come for a rescue. Meaning players will leave more, giving killers their sacrifices.

    A lot of times you’ll have them hooked during EGC and they’ll BT everyone. Then run out the gates together. 😂

    No One Escapes Death rework idea: "Expose survivors who are within 5 meters of the exit gate switch. This effect lasts after they exit the area for a number of seconds equal to the number of hooks you got during the trial."

  • >"99ing the gate counters EGC"

    >Stares at "Open Exit Gate" as killer

  • I've stopped using 'crutch' primarily because of these exact sequences in how the conversation develops.

    NOED is a safety net.

    Does it cause people to stagnate because in the end they've both already given up and been granted an easy option? Yes.

    Can it get value? Yes.

    Can it be denied value? Also Yes.

    NOED's frankly a balanced perk if you take away the obsession with kills - if we were scored on hooks and rewarded for spreading the hooks rather than tunnels and camps, NOED wouldn't really have a problem. The problem with NOED is game focus - so while I agree it should be reworked, maybe to 10-20% action speed boosts rather than haste and exposure, you're not going to really see a change in how it's received from either side until the devs admit it's a 1v4 game rather than a 1v1v1v1v1.

  • Just FYI, Ruthless with a 2k is possible. It's my most consistent result, because I prefer to take it easy after two kills - 2k before endgame pretty much means you control the match, and I mostly lose interest after that - I don't farm, but I try to get my emblems up by alternating chases and downs as long as possible.

    A win/loss condition, regardless of role, is whether I had fun or learned something new. Even an unfun educational experience is a good time for me.

  • They're gonna lock it behind an NFT, but it'll be a spider-like reskin of the Demogorgon that harasses the survivors about their car insurance.

  • If you're sure it's a graphics issue, have you tried lowering your settings?

  • @Leader911 said:

    I also enabled XMP recently in BIOS, can that cause the issue?

    Ostensibly, yes, though I can't guarantee that's the problem.

  • @Impose said:

    Can't believe a bunch of DBD players cant read this sentence. Lets all go to english class today kids

    Yellow Medkit. Subject. Yellow medkit has 24 charges. It takes 16 charges to heal a full health state.

    with 8 charge addon. 8 charge addon is the yellow addon that adds 8 charges. Bringing the total to 32. Two full health states

    99s a second heal. The second heal is 99'd, as in 99ing an exit door.

    Done 3 times now. I did it 3 times.

    It's okay, kiddo, you'll pass English class one day.

  • Pass your own first - your original post isn't structured correctly.

  • @Leader911 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2580667#Comment_2580667

    I am on PC and I have been playing on this pc since last 3 years. So my specs are not the issue. I havent checked each and every map but after the latest update I played few matches on different maps both as killer and survivor and issue is same. FPS is dropping constantly and randomly.

    May be my torrent client is running at the back but other than that no other apps are open.

    One thing I have changed though, I installed a new SSD recently and installed the game on it.

    Have you checked whether other multiplayer online games running from that SSD have similar issues?

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