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Exxodus21

Exxodus21

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Exxodus21
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  • @Dwigtht said:

    I really have no clue, so I would appreciate it if someone explain why NFT is bad thing.

    How this may affect my game experience?

    NFT's are fine. They're new and like everything else when it starts, they're inefficient and use a lot of energy. This will rapidly change though. But people have been told this makes them evil and that they should hate this budding technology because of it.

    NFT's and cryptos are here to stay and likely the future of e-commerce, and maybe regular commerce too.

  • @Lliart said:

    So for the voicelines for Pinhead, are they coming back to the game anytime soon?

    They won't say. In typical BHVR fashion they've decided to keep the people that keep their company in business in the dark about it.

  • They CAN. But they probably won't.

  • I play them anyway. It helps me start to like them. I still hate Jane's though. She was new when I started and every toxic survivor I came across was a Jane or a David.

  • @shelobster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560339#Comment_2560339

    Yeah I was worried about my MMR affecting their games so they started on their own. The games lasted like 5mins so I jumped in to help but it didn't get any better. Just finding gens was hard enough for them and then I had to explain to them how The Box works and why they get chains constantly etc.

    I can imagine how hard it must be to learn against The Cenobite. He requires a lot of coordination and basic game knowledge. This game really needs a beginner mode. How cool would it be to have a beginner lobby where they could play live matches with killer and survivor "mentors" that could show them around the game and help them practice the basics.

  • This is a self-fixing problem. If they climb in MMR to a level they can't compete at, then they'll lose until they drop back to a level they can win at.

    This is literally a non-issue, unless the point is complain about NOED existing without complaining about NOED existing.

  • It sounds like they weren't interested in the game at all. Unless they thought they were entitled to a win even though they were brand new to the game.

    Could your MMR have hurt them by pairing the team with higher level killers? O'm not sure how the new system works with SWF at different MMR levels.

  • I wasn't being rude. Sorry if you felt that way. I'm just trying to help as well by reminding you that you shouldn't be concerned with other player's MMR. It's just extra stress or whatever that no one needs.

  • @landromat said:

    Noed is just pity kills perk which allows you to kill 1-2 survivors more without any effort or skill, which means bad players using noed will get their mmr much higher than their actual skill to the point where games are unbearable even with noed.

    Bad players, do not use noed because you will suffer a lot

    edit: please do not post noed is fine comments. Post is not about that. Noed is balanced perk is a fact. Noed gives you kills you don't deserve is a fact too. Stop.

    Whether or not someone else climbs in MMR from using NOED isn't any of your concern.

  • @BenZ0 said:

    The regression is fine of the gen kick, what I would say is the gen tapping which makes the regression not even come through.

    My idea was very simple and would be such a easy solution, just simply put a progress bar to "undamage" the gen. So instead of just touching you need to hold for 4 full sec on the gen to get rid of the regression. If you let go to early then you need to start all over again, that prevents survivors to hide next to the gen and tap if the moment you leave.

    Gen kick regression is not ok. It's only 1/4 the speed of repairs. It takes no time at all to undue the regression from a kick. It should be 50% at the very least.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558752#Comment_2558752

    Actually you've got a good point... His gameplay reminds me of my own gameplay and callouts when playing with my 2-man...

    (Started to watch the stream)

    Thanks for keeping an open mind!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558734#Comment_2558734

    Yeah, prioritizing escape over saves, that's a comp sweat squad. Take into account these players are exceptionally good at utilizing resources, and unless one of them makes a mistake, they'll have a few generators done even before the first down, perhaps before the first hit, based on Killer. Since it's a team effort and in the SWF they are accepting on having a "sacrificial lamb", they can just pound gens.

    A lot of the time SWFs will "trip-up" because people are altruistic and will "go for the save, even if they die, because that's more fun". But a true comp sweat squad is going to take into consideration the time efficiency of just letting someone die on Hook if they weren't able to maximize their initial resource use.

    That's how people are starting to play now, since it came out that MMR only counts escapes. I still don't think it's correct to saying they're a comp sweat squad when they are significantly weaker than a comp squad because they aren't using perks and sometimes not even items. They don't have nearly the organization either. They don't have the maps broken down to zones, they aren't really bodyblocking, there's a lot they don't call out. They're just doing gens and only going for rescues when they're safe. It's kind of average really.

  • @[Deleted User] said:

    Still wish that they would have made hatch a true catch-up mechanic for Survivors, such that it could be a dynamic factor into a match that wouldn't require a full-team effort on the Survivors part if they get stomped from Killer over-buffs.

    Also what I don't think Otz gets is that they are literally a comp sweat-squad. The only thing "balanced" against their team is a superb Nurse.

    I have to disagree with your last statement. No perks and items only, and sometimes no perks or items. That's hardly sweaty. I really don't see them playing in any spectacular way. The only thing they're doing is prioritizing escapes over saves, which is what MMR counts so it's become the new playstyle.

  • No. I mean maybe there is a group named that. I'm talking about a popular streamer and fog whisperer that has otters as his mascot and emotes.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558656#Comment_2558656

    The thing is the devs clearly don't care how the game is played. Hence why MMR is based on kills/escapes.

    Killers get rewarded for camping and focusing on getting 1 survivor at a time, because there's no benefit for a killer to try to play a 1v4 when the system is basically checking to see how many 1v1s you win.

    Survivors get rewarded for escaping regardless of how well they played. There's no reason for you to interact with the killer as being the first caught is bound to get your camped or tunneled to death now.

    This is true. Prior to MMR I rarely got camped and probably got left on hook to die maybe 10 times. But since it's been released I've noticed a major uptick in camping as well as survivors doing nothing but gens and leaving, even when the killer isn't camping. Nothing matters anymore except kills and escapes. At least the old emblem system attempted, albeit poorly, to evaluate your overall gameplay.

  • @Trickstaaaaa said:

    I don't understand, how people don't see it's nearly impossible to have a 50% balance in 4 vs. 1 asymmetrical game. Just by it's core nature something of that scale can't be balanced in a video game. It's just a number game usually the team with more people wins the majority of the time in video games. I don't know many games were the team with less players wins. Usually the team with more players have the upper hand just due to the number game.

    I don't think it's just about winning or losing. It's about how easily one side can win. How easily they can render their opponents to nothing more than a slight annoyance. They're showing S and A tier killers with META perks and add-ons being played by players with thousands of hours in the game putting in maximum effort to get a couple of hooks or if they're very lucky ONE whole kill.

    As a killer, I'd find the game way more fun even with a 60% loss rate as long as those losses weren't complete shutouts. I mean good chase, lots of downs, lots of hooks, the game could be won by either side at any moment. I feel the same about survivor too. It just isn't fun when I barely have any interaction with the killer before the gens are finished and I did have a chance to get any unhooks, heals, bodyblocks, etc.

  • @R2k said:

    And while u are trying to use his experiment in your favor u miss part where he suggests killer addon nerfs. And until experiment ends please don't abuse it's results. Ty for understanding.

    I didn't "miss" the killer add-on part. It just isn't relevant to what he is showing today. The game is laughably easy for survivors even without any perks or items. And with them it basically stops being a game and becomes a "Hold M1" simulator.

    So my original thought stands. Nothing for killers needs to be nerfed or changed until survivors are balanced.

  • If Kindred becomes baskit it should only show survivor auras. Being able to see exactly where the killer is, is beyond information even a SWF team can provide.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549522#Comment_2549522

    People know where Blight is when they’re chasing. Also Demo can be heard from the other side of the map yet he’s still strong.

    Blight can also see the survivors while using his power too. Spirit doesn't have that ability. And thanks to the Stridor nerf she can't hear half of then either.

    People complained "standing still isn't a mind game" but that's exactly what survivors can do to beat her almost every time.

  • Franklin's on Hag can be her strongest perk if the survivors bring items. Trap the items after knocking them put of their hands and they usually keep going back for them.

  • Wraith is getting the Spirit treatment. People don't want to change their playstyle so instead they complained and complained until a nerf (over nerf) happened.

    I agree with some of the complaints, mainly about his add-ons, but these aren't the changes I would have made.

  • Freddy is mostly ok but he is on the weaker side of the roster imo. The nerf sucked but you should only be using snares where you're looping anyway.

    His main problem is add-ons. They're pretty much trash. The reworked the slow down add-ons (which were great btw) and then nerfed one of them to be completely countered by Iron Will.

    The dream world should have some sort of penalty or added debuff/effect just for being in it. The dream world is supposed to be Freddy's domain to do with as he pleases, yet all he can do in DbD is place some low tier booby traps.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544937#Comment_2544937

    Trust me I’ve watched a lot of spirit related videos and the current common consensus is that if you don’t have IW you’re just guessing

    IW doesn't change whether or not you can read what a Spirit is going to do. Hating spirit is popular, that's why there's a "consensus". It doesn't matter how many hours of footage show her getting repeatedly stomped, how many high level players detail and demonstrate her counterplay, all of the data that shows she is barely in the top 5 killers by kill rate (and since that was last year, probably dropped out of the top 5 by now), or that she only has a 5% pick rate which contradicts the "every other match is Spirit" narrative, people are going to complain until she's nerfed down to D Tier.

    Just watch. Between her last set of nerfs and this one, survivors have gotten everything they wanted and said they needed for "fair" and "fun" play against her. Her best add-ons were changed, you know when she's phasing and where's she at while doing so, IW hard counters her, and none of the previous nerfs were reversed. But as soon as survivors have to face the fact that they still can't beat her easily because they only want to run in loops or in straight lines, they'll come back complaining that she needs the dust kick up mechanic or a full on rework with a new power.

  • @Shenlong1904 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543222#Comment_2543222

    man shut up. No one finds a match where the killer can do nothing fun

    I have to disagree. If that were true, genrushing wouldn't happen. The fact is that many, many survivors think escape = fun. So matches where they completely outclass the killer and escape with ease are the best to them.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2543222#Comment_2543222

    "They didn't even try to enjoy having really pay attention to the killer's movements and using what you learned to outplay the killer."

    I mean you can't really read her movements because she gives no information lol.

    You can learn to predict what the player is going to do though. You can watch and see if they're the type to fake phase, or see if they anticipate survivors slow vaulting and phase to the correct side, do they quickly notice a survivor doubling back, etc.

  • @GannTM said:

    I really enjoy her a lot and I’m super excited for her nerf. Right now though, I don’t feel like playing her because she hasn’t gotten the nerf yet. I just feel bad for survivors because she still isn’t fun to play against right now. At least we don’t have too much longer to wait, only 2 weeks.

    The only thing that makes a killer fun to play against is winning. Any killer that is easy to beat and doesn't require too much thinking or game skill to do so is fun and balanced.

    The people complaining about Spirit never cared about balance. They didn't even try to enjoy having really pay attention to the killer's movements and using what you learned to outplay the killer. They just know that they can't run in circles or in a straight line and win, so they complained. Or maybe their favorite streamer told them Spirit is OP and it's ok to d/c against her.

    All I know for sure is: if Spirit is still strong after yet another series of nerfs for her, they'll complain and d/c just like they have all along until she finally gets nerfed into oblivion and is no longer fun to play as.

  • @DaDuck said:

    Since you guys are nerfing one of the best killers, wouldnt it only be fair if you nerf swf? Since the new mmr system i encounter swf teams a lot more often and to be honest i get destroyed almost every time.

    The game is balanced around bad survivors. SWF groups are one of their main crutches. I highly doubt you'll ever see a direct SWF nerf.

    For the record, I'm not anti-swf. I think it was a massive mistake on the devs part to create an online multi-player game and design it entirely around solo play and without a group play feature.

  • @glitchboi said:

    Spirit nerf yeah I'm happy about it. I don't care about Nurse but please, PLEASE don't destroy Blight. Just nerf Alchemist's Ring and call it a day.

    That's not how it works. Blight will be the next complained about killer and BHVR will give him unnecessary nerfs like they always do. Nurse, Billy, Spirit were all nerfed due to survivors complaining. The whole community agreed on what changes were needed, and BHVR took it too far. Nurse got a blink timer and add-ons trashed, Billy got an overheat mechanic and add-ons trashed. The only changes people wanted for Spirit was a phasing indication and mother/daughter ring nerfed. Now she's getting a directional phase sound and visual queues when in phase, in addition to all the previous major nerfs she got last year, and moat likely her add-ons will be turned to trash.

  • I'm not giving any money to Games Workshop until they reverse their ban on fan projects and animations.

  • Nope. She has a 5% pick rate. The only reason she's getting nerfed is because crybabies that can't play the game feel entitled to a win. And keeping new, unskilled survivors happy long enough for them to buy DLC's and cosmetics before getting bored with an easy game that has no variation in game modes and moving on is BHVR's business model.

  • I'm basically there now. I took a year off from the game and it felt good. DbD is the only game I enjoyed more when not playing. I came back a couple of months ago out of boredom. It's been mostly fun learning the new killers and changes. That said....

    BHVR continues to show they don't understand their own game and they have the worst priorities when it comes to changes. They just put in MMR which most people didn't want. Most people, after playing with it live, still don't want it. It's lead to easier survivor matches and impossible killer matches. Not to mention all the lies they told about how it would work. So their next move was to nerf killers and add-ons.

    Hacking has become a massive problem. It's documented several times per stream even for their fog whisperers. But bans for hacking are either nonexistent or do absolutely nothing.

    Survivors NEED an additional objective to keep the game fresh and slow down trials a bit. So instead they plan Boon Totems which gives killers yet another time wasting objective.

    Bugs. Bugs everywhere. They can't even keep their maps working.

    Continued terrible communication.

    No cross-progression for consoles which idc what they say is 100% their fault. The Xbox higher upside have said multiple times they want all games to be play anywhere games. Yet DbD isn't even though it's available on all MS platform's.

    Refusal to optimize gameplay.

    That's all I care to write. I was looking forward to playing now that I'm home. But reading some of the BS they announced and thinking about all of this, I might just play Civilization instead

  • People really don't understand that certain add-ons are meant to be strong. Even OP in some cases. It seems like most people want add-ons to barely have any effect. How boring.

  • Survivor has been a little better except for teammates having a more selfish playstyle.

    Killer on the other hand is completely miserable. I think it's starting to impact the game too. When I queued for killer tonight I was getting lobbies in 15 - 30 seconds. For Survivor it was 3 - 5 minutes. Just yesterday killer times were 5 - 10 minutes and survivors were 30 - 60 seconds.

  • To make it even worse, all of the hackers are at high MMR. If you play 10 matches per day you can expect no less than 2 of them to have either overt or subtle hackers.

    The number of times people get left on the hook to die has increased as well. Since MMR doesn't count saves and heals, more people are focusing on gens only and escaping asap.

  • @NomiNomad said:

    Ranks now have no indication of skill anymore. They literally mean nothing when it comes to matchmaking.

    Your SBMM put you against them, for some reason.

    SBMM is basically the same system as the old ranking system, just with less information. I've noticed it suspiciously pairs me up with people of similar "grade" as I'm ranking up. If it was working as they said, the grades would be multicolored. We also didn't get the individual MMR per killer. Either that or it's totally busted. I get the same quality survivors, or even higher, when I play Huntress (played maybe 10 matches with her since I started 2 years ago) as I do on Doctor, Freddy, or Spirit which are my mains and maxed out.

  • Why should a killer be prevented from securing a kill? Should survivors have a limit on how many seconds they can work on a gen without leaving it?

  • @NomiNomad said:

    "-a lot of us are truly worried for the longevity of Dead By Daylight."

    The number of times I've seen this sentence.

    Yet this game is still kicking.

    Only because it doesn't have any competition.

  • I really like this idea. I play like this sometimes anyway, trying to get a build to work instead of trying to get kills. The problem is games are often too short to get the build to work or have much fun with.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482386#Comment_2482386

    Except the survivor didn't do anything to warrant their generator being blown up. They had no opportunity to avoid it.

    They did though. They let go during a skill check.

  • The cynical opinion is your MMR is intentionally hidden so no one can see how poorly it's working.

  • This mechanic is fine the way it is. You shouldn't be able to hit a skill check while running away. It's the exact same as if you were startled while repairing something and jumping made you break it instead.

    If anything, the Overcharge skill check should work like normal skill checks.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479255#Comment_2479255

    So having to make people play different survivors for diversity would be bad? How many multiplayer games have roles to play versus the enemy?

    We have a healer,a genrusher, a sprinter, we need a totem cleaner etc. That is where the strategy would come in.

    Tell me that wouldn't make survivor games more interesting at least.

    It wouldn't. What if I don't want to be the totem cleanser but that's the open role? And like it is on the killer side, why would anyone pick or buy the lower tier survivors if they want to win?

    People having the choice to play the game how they choose is a massive reason this game is fun. Taking that away would be terribly boring.

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465159#Comment_2465159

    True, but seeing all the noed hate posts I figured it'd be a nice change of pace to make a post about it that isn't hating on it and actually trying to solve the problem that people have.

    The problem that people have is they want to avoid doing totems without any consequences. As I usually say in these posts: Survivors have multiple tools to help them find and break totems. If NOED is such a problem, they can easily make sure it never activates.

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2460225#Comment_2460225

    To be fair, if you just sit there and stare at a hook as Bubba after hooking someone, or just wander around the hook (even when no one is around and there is no sign of them being around, and you do this for every single hook) it makes unhooks unsafe. There's a big difference between situations where Survivors are forced to do safe unhooks like that, and ones where they just run in while getting chased by the Killer to unhook in your face/chased you while you were carrying the survivor to hook just to instantly yank them off hook.

    I think the argument is that certain forms of forced unsafe hooks shouldn't be as easy to get so much value out of, not that Survivors shouldn't ever have to worry about unsafe hooks and should just be able to consider every unhook 'Safe'. (For example, making an unhook unsafe by proxy camping to secure a kill in EGC, or someone entering chase and running the Killer to the guy on hook to loop isn't something I think most should say a Killer should get punished for- but someone who gets a down and just sits in front of every hook (Even if there are 5 gens left) probably shouldn't be as heavily rewarded as it can be. (Note that I'm not suggesting Killers get punished or something, I just don't think it should be as easy or lucrative as it has the potential of being for how easy it is.)

    You are never, ever "forced" to make an unhook of any kind. You can choose to go for an unsafe hook. Or you can choose to focus on the object and sacrifice 1 teammate to try to save 3

  • I don't have a problem with keys or har h per se. I have a problem with keys and hatch giving instant 3 man escapes. Keys should be restricted to the user only and have an activation time.

  • I'd make his attack music and sound based, or maybe even dance based (no idea what that would be like). It's seems weird to me to have a k-pop star whose name and attacks have nothing to do with being a k-pop star.

  • Elodie & Felix were childhood friends.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2452791#Comment_2452791

    Im a hardcore Noed user. But are you able to run Killer enough time for other 3 team mates do 5 Gen & 5 dull totem?

    Totems, gens, and running the killer are divided up between all 4 survivors, making them all much easier to do.

  • No thanks. NOED doesn't need a rework. Survivors need to cleanse totems instead of begging the devs to do it for them.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449624#Comment_2449624

    Breaking totems isn't a hole, but NOED very much is, due to the way it works. If you clear 4/5 totems, you can easily end up worse off than if you did none. And even 5/5 can make NOED stronger.

    And no, survivors don't have 'all the tools', since they still don't have a totem counter.

    Uh, Small Game has a totem counter. So what's your next excuse? Detective's Hunch, Counterforce, and/or a map will show you the location of more totems so you never get stuck trying to find the last one.

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