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Exxodus21

Exxodus21

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Exxodus21
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  • @ClickyClicky said:

    Disconnecting when losing is a surefire way to learn from mistakes and get better at the game 🙄

    There's a difference between disconnecting because you're losing and disconnecting because you aren't having fun.

  • Imagine thinking strangers on the internet should continue playing an unfun video game for your own enjoyment.

  • Losing 2-3 gens in about 2.5 minutes even with everyone injured and someone hooked is getting old.

  • @[Deleted User] said:

    I understand your frustrations, I really do. However, you need to stop this "us versus them" mentality.

    A good portion of these aren't even nerfs. They are bug fixes.

    I wonder if he included them because a lot of the survivor arguments here point to similar changes as survivor nerfs?

  • Anytime I run in a straight line toward the furthest gen and it pops before I get there. It happens far mor often than it should.

  • @hex_genrush said:

    I don’t know how many times I see killers saying self care needs a nerf, it doesn't it’s a ######### perk that takes 32 seconds to heal if all 4 survivors are running this perk they are going to be busy healing, self care is a survivor perk crutch you do not need it

    I mean it can take a while to even find someone to heal you. Being able to self-hral right after taking a protection hit or having to split up after a shady hook save is invaluable.

  • Doc is fine now. He's a low mobility killer so he needs something to make up for it. Especially since his Static Shock is best used with a large terror radius, which gives survivors plenty of time to run or hide.

  • @T2K said:

    Can somebody tell me what perks the devs meant when they said "there are some other perks in the game that do a pretty good job of affecting the beginning of the game?"

    Corrupt Intervention is the only one I can think of

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026304#Comment_1026304

    This has to have something to do with paving the way to slowing down gens in some way. No other explanation would make sense to me.

    They flat out said they aren't looking at changing gen speeds. The only thing they're looking at is toolboxes.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026304#Comment_1026304

    Wait, in what way would they reduce the synergy? Did they say something about how they want to do that?

    No they were really vague about it. They hinted that it might be similar to how the new ruin prevents PGTW/Overcharge/Surge from being used because it disables the damage generator option.

  • @ShadowRain said:

    Matches finish too fast now, SWF kills red rank killers.

    Even increasing gen times by 15 seconds each would be decent

    It doesn't matter. They confirmed that increasing gen times isn't going to happen. They also aren't going to nerf survivor gen repair perks but they ARE going to nerf killer gen slowdown perks.

  • @Exxodus21 said:

    Let's see: New Ruin is staying, toolboxes are being looked at, no secondary objective for survivors in the works, considering encouraging survivors to interact with totems, no reworks for survivor meta perks, improving lesser perks (mostly survivor perks), hook tech is being removed, maps are still being reworked and may become smaller, killers should expect to lose 2-3 gens within 4 minutes, tome challenge difficulty won't increase from tier-to-tier, and misc.

    Oh, they're also going to reduce the synergy between killer slowdown perks so things like PGTW, Thanatophobia, and Dying Light won't work well together because survivors find doing their one and only objective boring.

  • Let's see: New Ruin is staying, toolboxes are being looked at, no secondary objective for survivors in the works, considering encouraging survivors to interact with totems, no reworks for survivor meta perks, improving lesser perks (mostly survivor perks), hook tech is being removed, maps are still being reworked and may become smaller, killers should expect to lose 2-3 gens within 4 minutes, tome challenge difficulty won't increase from tier-to-tier, and misc.

  • @Waffleyumboy said:

    Some flashlights are faster I think.

    At first I thought it might have been just certain flashlights or add-ons, but it was that way with every flashlight I got hit with today.

  • I'd like to see BHVR take action against players that send salty messages through console messengers when it relates to their game.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017652#Comment_1017652

    Do not question my intelligence

    https://forum.deadbydaylight.com/en/discussion/comment/1017654#Comment_1017654

    For me it's still 21 so since they said they will be releasing it on 22 I'm forgiven xd

    The update for ruin and doctor is already out. The new Tome and Rift are releasing tomorrow on the 22nd.

  • The update is already live.

  • @Blister987 said:

    No, that's a lie. They're in fact instant, while kille queues take like 5 minutos. Considering that 95% of the forums are salty killer mains, i'd like an explanation for this lol.

    It's pretty simple. Doctor just got a rework so everyone is on killer right now. The same thing happens every new chapter too.

  • @choffox013 said:

    Idk why in this new patch the doctor is changed and in a single match its impossible play because all its more complicated and supere easy for the killer, i think in this moment the developers are to wrong with that change

    The changes to The Doctor were literally to make him easier to go against for survivors. Madness is no longer passive, snap out of it is way easier since your progress is saved, and snap out of it takes you back to madness 1.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010919#Comment_1010919

    Interesting. So maybe for 60 seconds after every unhook or so?

    Yeah something like that. I never use it so I don't really have a good idea on when/how it should be available. I just know that being able to see the killer anytime you want is OP.

  • "Why'd you camp?" Why does it matter? That's what you chose to do in order to win. You don't owe anyone an explanation of why you played the game in the way you wanted. You aren't required to make sure everyone else has a good time.

  • It either needs a massive cooldown or an activation requirement. And it definitely shouldn't be immediately available at the start of the match.

  • This whole concept of playing for someone else's fun has gotten out of hand. I can't fathom how this mindset of ignoring chances to win or give yourself an advantage because your opponents might not like it became so prevalent in the community. I’ve often thought it would actually be healthier for the game if people stopped expecting their opponents to consider how they feel, which just leads to being upset when they don’t.

    I understand, it sucks when survivors come in on comms with toolboxes and perks that let them finish gens at light speed. It sucks when a killer picks you out of everyone and chases you down all game and takes you out in less time than it takes to heat up a Hot Pocket. It’s that feeling of being totally defenseless in that situation. In both situations there isn’t much you can do to stop what’s happening. It leads to feeling mad at the people that did it to you and at the people in charge of the game for letting it be possible. But when you really think about it from an overall view, it kind of has to be this way for now. Making it impossible for a killer to camp or tunnel when they need to would allow SWF groups to transcend godhood, and adding too many nerfs to gen repair speed and the items and perks that affect them would give solo survivors the same chances of surviving a match as a hex totem.

    For now all we can do is play the game in the way that works best for us, stop expecting other people to play for our fun, and hope the devs will make changes that bring a better balance to the game so survivors aren’t as interested in “genrushing” and killers to feel compelled to camp and tunnel for kills.

  • They tend to keep this stuff under wraps until they officially announce it, even if it gets leaked early.

  • I'm having the same issue. Down Detector is showing a large number of people reporting being unable to login or connect to the servers.

  • I agree. It doesn't seem right that all a survivor has to do is quickly turn the other way to juke a killer. The same with quickly darting left to right to mess up the auto-aim. It's even worse on console because the controller doesn't have the speed to keep up with survivors when they make quick movements up close, even on 100% sensitivity.

    If they choose not to remove the "flick" I hope they add some kind of knock-back for making contact with the killer.

  • I just want to give a shout-out to @Peanits who is doing a really good job (not in the meme way) of addressing the Ruin change and the reason for it on different posts. I wish his answer had been included in the original designer notes.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/996463#Comment_996463

    They did it for at least two years 😉 it just got worse over time.

    Some just love to complain and used every opportunity to do so 😔. The few always tend to ruin it for the many.

    They do, and that's a shame.

  • @twistedmonkey said:

    They used to do weekly streams but decided it wasn't needed as not enough new info was coming out.

    The issue with what you ask is that it used to be the case. They would discuss what they were working on, possible changes and everything they thought. It never ended well as this community would belittle them and take every little thing as gospel. It was actually worse.

    Sometimes less is more with this community.

    I see your point. The people that complained then are probably the people that are still complaining now. It might not hurt for them to give it another try.

  • @smappdooda said:

    I JUST made a post about this on another topic.When you stop communicating, the community will stop backing you. This video from 2018 makes it even more frustrating when it seems they have broken so many of their early tenets.

    https://www.youtube.com/watch?time_continue=17&v=EDO9SrOi1TE

    I'll have to watch that later. But I agree that lack of communication is the death of a game and small studios. In fact, being able to communicate and interact so closely with a small player base may be the biggest advantage small studios have over their large competitors. It seems crazy to me that they wouldn't use this to it's fullest advantage.

  • According to Peanits they have to wait until after the Ruin change so they can see what changes, if any, need to be made. He said it's hard to fix an issue when in 80% of high rank games a perk is being used to cover up the real issue.

  • Yar, it do be a problem as big as a kracken.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/120462/communication-is-key-a-message-to-the-devs

    They do stay ignoring many questions. It may be because they don’t know how to answer just yet or have been told not to engage. I mean it would be nice to hear from them but I also understand it would be impossible to answer everyone.

    I like idea of picking a few topics each week to respond on. Would calm a lot of people down.

    The number of new posts per day is far too much to keep up with, but they usually deal with the same few topics. That's why I think picking the most popular topics of the week and addressing them would be a great idea.

  • Facts. The only reason I can't loop killers is because they have the OP ability to see me. Give all killers permanent blindness so my God Tier gaming abilities can shine!

  • When a team gen taps to stop regression against PGTW and you get to regress a generator from 90% back down to zero with a few hooks.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/995860#Comment_995860

    Well to be fair, the basement bug was even worse than the sound bug is now. They definitely needed to address that bug before the sound bug, but now it's just taking way too long for them to finally fix the sound bug.

    Have they even acknowledged there's a sound bug?

  • @[Deleted User] said:

    or if the survivor crouches twice or more times triggers the twerking animation if the twerking animation get triggered 10 meters from the killer the killer face will turn red and the killer will drop the weapon from the shock and if it is a female killer the killer will get enraged triggering the exposed status effect on the survivor for 60 seconds and the female killer will get a 10% speed increase

    Can we also give the male killers anime style nosebleeds?

  • Just trying to lighten the mood around here. Apparently I should have used my sarcasm font.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/993305#Comment_993305

    We can't respond to everything, would take forever.

    Often, the concerns are addressed elsewhere.

    Often, it's something that's a complaint about something that's going to change, but as we've already considered player feedback in the decision... further back-and-forth isn't productive.

    Sometimes the questions come loaded with derision for the dev team... that's never productive.

    I've been on both sides of this divide: the communication between devs and players. Most of us on the design team have as well; most of us are gamers at heart. I also play a lot of LoL, Rocket League, and Overwatch. Sometimes, the dev team has knowledge that the players don't, and for various reasons may not be able to share with them. Now that I'm on the dev side of a popular game, I have a better understanding of how this dynamic works.

    I can promise you that feedback from the forums and youtube videos do often reach us, and we do listen and consider. Just because we don't always agree does not mean that we don't care.

    This is a big problem though. The lack of communication and the unwillingness to share information that player's are unaware of are both causes for so much of the frustration within the playerbase.

    Why not just throw us a bone when someone brings up the idea of adding an additional objective and either say we're working on something or not? Why not engage in the discussion to see what ideas the players have and really break down why ideas will or won't work?

    Being so secretive is really weird in this day. I learn more about what's going on with this game from leaks than I do from the devs. You guys plan these big, cool announcements but the info is leaked a day or 2 before it happens and you all still stick to the original plan.

    Here's what I'd like to see:

    • Someone directly address the major concerns of the player's (map size, gen speed, keys/mori's, additional objectives, etc.) and don't be secretive about it with a bunch of "we can't talk about that right now." Just give the information and your best estimates for timelines.
    • AT LEAST once per month go on a live stream with a different fog whisperer each time on their channel and yours and let them ask questions and express their concerns. Take questions from their chat as well.
    • When a leak happens, stop waiting to address it. Just release the info immediately. And maybe even release the information early in anticipation of leaks.
    • Stop surprising us with random changes. If a big nerf/rework is coming up (Freddy's add-ons, Balanced Landing, Ruin) give a heads up that some changes are coming and address concerns beforehand. That way it feels less like you don't care and don't understand the game.

    P.S. If you need a volunteer(s) to help collecting questions and also answering them from time to time I'm in 😉

  • Only a handful of changes could make this possible, and they don't have to be implemented together.

    • Add an additional objective that forces survivors to move around the map such as finding fuel for gens, allowing more time for chases.
    • Greatly reduce the number of pallets on each map.
    • Reduce the likelihood of safe/God loops and pallets spawning too close together.
    • Add doors or block windows at the worst God loops.
    • Increase killer movement speed.
    • Allow bloodlust to remain after breaking a pallet.
    • Reduce the time needed to break pallets.

    I really don't see any of these happening though because right now the devs attention is focused on the fun of both new survivors and potato survivors. They need the excessive pallets, broken map design, and ultra safe loops just to feel like they are playing well.

    More killers are learning not to chase for more than 15-30 seconds at a time because it's a waste. If you can't get a down in 30 seconds you at least try to get s hit or take out a pallet and move on. This isn't fun for either side, and is actually stressful for killer, but it's the way the devs are pushing everyone to play.

  • Either no one else understands sarcasm, or I don't. Either way, gg ez

  • @Clevite said:

    I won't anymore since I have been playing survivor. I get it as a killer the quicker its 3v1 the better.

    But have you played much survivors? Have you been tunneled out of the game ,straight off the hook. It sux.

    You can't complain about looping if you're a tunneling killer. What choice do they have but to loop you if you are going tunnel them out of the game. Kinda chicken and the egg there.

    Survivors are going to loop killers regardless of how the killer plays. Downing a survivor right off the hook is not tunneling and is an extremely effect strategy. Even if you choose to ignore a recently unhooked survivor in favor of "fairness" there is no way that survivor is going to reward you by taking a break from gens on putting their toolbox down lol. Just like gen-rushing isn't real because it's the survivor's only objective, tunneling isn't real because killing is the killers only objective.

  • @[Deleted User] said:

    Well killers are bringing mories every game because of the ruin nerf even tho survivors did not ask for this so maybe the amount of keys you see is because of this , this is the survivors way of returning the favor

    The Ruin nerf isn't even live yet so I doubt that's the reason. Keys seem to be used in more matches than mori's from my experience, though I do6have any data to back that up.

  • Look, you have people that play this game for a living, meaning more than40 hours per week that tell you Ruin is needed because maps and gen speed are BS, and you can see on VOD what they are talking about. Then you have random forum posters that claim to 4k every trial with no-addon Clown who say Ruin is a garbage crutch. Even Scott Jund who is normally survivor sided said that this change is bad because you can't get 12 hooks, exacerbated by perks and addons, in most matches especially on large maps. That's all you need to know.

  • I took Ruin out of all of my builds today and all I've gotten, even playing "fair", is teabags, gen rushing, d/c's, and SWF using BT/DS/Infinite Heals to get escapes they don't deserve

  • Yes. The devs don't understand one basic concept; communication. So much of the frustration about changes come from the fact that they keep everything secret and then spring random unnecessary changes that nobody needed or wanted on the community. They're killing the game because they don't know how to run a business.

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