Exxodus21
Exxodus21
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/937681#Comment_937681
never said hmmm
"I never cease to be amazed by the entitlement mentality of so many players in this community." and literally pointing at me xd
from what you wrote i think you met many lobbys that hurted you it didnt even needed to be swf and you never noticed swf that didnt done any harm, just move on and let ppl enjoy playing with friends, because telling SWF is making ppl avoid rank system to play vs middle rank killers remember red rank survs dont even have to be good (and most of them are bad) so whats wrong with that? and you know whats main issue with your opinion? being kinda blind about surrounding because most swf are green + red which would take purple rank, and now because of swf change purple ranks are getting full lobbies of red ranks instead of green+red (im talking about lobbies before week ago), so youre literally telling: its better for purple rank killers to play vs full red rank lobby instead of green + red (because of SWF priorities right now), if now youre going to tell me "im arguing things you never said" that only means you dont know how ques looks like and youre acting smart
It's funny that you keep trying to paint this as me being upset about SWF when all I'm doing is telling you the actual reason MM is like this.
I think it was the last mid-chapter update the MM system was changed to look for a killer based on the highest ranked survivor in the group. Prior to this change the system would look for a killer based on the average rank of all survivors in the group. The dev's realized that SWF groups were abusing it. Often times 3 red rank survivors would group with a rank 17-20 survivor so the system would take the average and give them a green rank killer that they could easily beat.
Again, this change is much fairer all around. If you a low rank survivor decides to group with higher ranks, they know they'll go up against a high rank killer. The killer still has no idea of survivor ranks, but now they have a better chance of being matched against survivors of their own rank.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/937653#Comment_937653
well i bet you never played dbd with friends, FeelsBadMen
i have over 1000h on killer so ofc im entitled survivor main (and yes i didnt done typo, over 1000h on killer)
just get better on killer so you wont fear swf anymore? or get used to not being able to 4k every game?
You're arguing things I never said lmao. I never said you were a survivor main. I never said I have a problem with SWF.
The point was SWF were abusing the MM system to get baby killers to bully. So BHVR changed MM to prevent that. Since the killer has no choice in the level of survivors to be paired with or whether or no to play against SWF, they put the decision on the SWF groups. You know going into the match that the system is going to try to match you up with a killer that's the same level as the highest survivor. If survivors don't like that, they have a choice not to participate.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/937597#Comment_937597
just dont play with friend that made you buy this game 4Head
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/937597#Comment_937597
Yeah, this is a good idea!
I mean, lets play this cool new game a friend told me about completely alone.
I never cease to be amazed by the entitlement mentality of so many players in this community.
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@Aven_Fallen said:
I bet those Rank 20s had an awesome gaming experience.
Glad they changed it so that new Survivors cannot have fun at all.
Other than matchmaking bug, the change to prevent SWF using lower rank survivors to get a lower rank killer that they can bully is a great change. New players can still have fun by not grouping with with higher rank friends for a while.
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The reason SWF exists now is because solo survivors would dodge lobbies until they got randomly grouped with their friends.
Now consoles present a new problem. You can send a quick party invite to anyone in the lobby and you're instantly SWF.
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I play on Xbox but if I ever notice a survivor gesturing at me I'll try to figure out what the want. I get it though, I was never able to get a killer to let me blind them even if I put my flashlight down and pointed at it. People are sweaty lol
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/936156#Comment_936156
I don't see salt. Wait there's a trail! And it leads back to...you
Not really. The OP seems to have touched a nerve by calling out toxic survivors. The only people that could possibly be offended by this are survivors that feel justified in bullying killers, even when they're just trying to learn.
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Meyers has a smaller TR to help him stalk to build power. Ghost Face doesn't have that draw back so he gets a regular TR when he isn't using Night Shroud. It makes sense.
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Wow, the salty survivors came out in force on this one. The OP was just pointing out how foolish BMing looks when the killer winds up being new.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/934827#Comment_934827
This is not what happened. When we've been testing the Doctor, I ask the players "is it fun?" The general impression ranges from same amount of fun to much more fun. Personally, I like the new one a lot better in terms of Killer fun.
Try it on PTB once that goes live and see how you feel about it! :)
The impression I got from the designer on the last Q&A was the main reason for Doc's changes were to make him less annoying to go against. He stressed that point several times. And even when the rework was announced prior to that it seemed like there was more emphasis on making sure he was fun to play against rather than to play as.
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@darktrix said:
Sure, after all it's not like survivors have challenges they want to finish and it's always great fun running into the 30th+ basement build killer in a row.
The difference is if you already lost then what difference does it make if you let the killer carry you to the basement? The same thing with getting downed in range of the basement and deciding to d/c. Why?
Whenever I find survivors having trouble getting a flashlight blind I assume they're new to it and trying to complete the challenge so I'll stand at a pallet and let them try till they get it. And If I'm already winning I let them get their flashlight save/blind.
People sweat too much in this game.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/114449/best-stealth-killer
Who is the Stan? Also, Ghosty is the best
Stan Meyers. He's Michael's body double for the pantsless cosmetics.
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Ghost Face. He always calls first, loves to surprise them, and makes sure they have plenty of cute selfies together.
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Fewer people play killer at red ranks. SWF is too powerful at red ranks and it makes playing killer miserable. Even as a red rank killer I get matches almost intantly. As a purple or red ranked survivor it usually takes about 5 minutes.
In regards to DBD losing 20,000 players that's not much of a surprise. The community has been telling the devs what needs to change (gen speed, new survivor objective, hit boxes, map design, SWF being the power role, weak killers needing buffs) but they seem reluctant to take action on any of those. Instead we get nerfs that nobody asked for, bugs staying in the game for far too long (hello survivor footsteps being mute), a battle pass system with multiples of the same rewards just with different colors, an endless stream of cosmetics, and devs keeping everything so secret that the player base feels like they either don't pay attention or don't care.
I'm afraid that DBD is going to die too early because the devs are too worried about balancing for their idea of fun instead of actually letting the game be fun in it's own way.
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The could keep 3rd person but lock the camera to only give 180° of view instead of the full 360°
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Good call
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I think there should be a drawback for survivors when cleansing any hex totem. Like aura revealed for "x" number of seconds or injured, etc. They're some of killers most powerful perks and sometimes they can wiped out in less than 30 seconds with no repercussion.
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I think most of the archive challenges are fun except for the flashlight challenges. It would be different if flashlights weren't lost on death but trying to practice with them is not only a guaranteed down for the killer but then you have to farm for more of them later.
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@AvisDeene said:
I just want them to get more players. More Players = More Money = More inspiration to make the game better.
Maybe Ninja playing will help.
Only if the game looks fun while he plays. The first time I watched him he was complaining that he couldn't use the ingame store while looking for match and then he got hit by the random disconnected from host error twice.
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I don't think 99%ing the gate should be possible. It's way more fun when the EGC puts pressure on the killer and survivors.
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@Kralle said:
Prevent any exit gates from being opened with Unnerving Presence.
So if one survivor escapes through hatch I'm fine?
Yep. I got a 3k with the last survivor getting hatch and I still completed the challenge.
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@darthbabymaker said:
Ok I'm a rank 10 killer. Pretty new to killer actually. Can someone please explain why every match i'm in the survivors are red ranks. Alot of of times they are rank 5, exactly rank 5 no higher. This sucks! Im not a red rank killer. I thought the rank reset change was going to be good for us. This is trash. Its 10x's worse than before. At least before I knew at rank reset I would get people around my skill level. I dont care about 4K's everytime. But I dont want this either. At least untill I'm at their skilll level. I cant be the only one experiencing this right?😢
Not as many people play killer at red ranks because that's where the really good survivors, especially SWF groups, can make the killer's experience miserable. So they tend to get paired with lower rank killers unfortunately.
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I'd like to see hex totems move to the next available dull totem when cleansed, except for Haunted Grounds
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/914485#Comment_914485
If you're relying on bloodlust then you've already lost the chase.
I'm just pointing out that there's a double negative to breaking pallets sometimes. And bloodlust is only bad in some situations.
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Breaking pallets tends to be a waste of time. If you stop to break one not only do you lose bloodlust, but now the survivor is all but guaranteed to make it to another safe pallet or jungle gym before you catch them.
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This doesn't need to be changed. You shouldn't be able to pass through a survivor to get an unsafe hook of the killer can't also hit through the survivor.
What they SHOULD fix is the problem where if the killer hits the rescuer during a certain part the unhooking animation, the rescuer doesn't take damage.
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Rather than making 2 hooks a requirement, make it death hook. And the Cypress Mori should work whether or not the last survivor has been hooked.
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Most of the changes seem like a good idea except for letting a broken key open the hatch after a killer closes it. Broken keys shouldn't have any ability to open a lock.
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I really can't see a reason to nerf either of these or the combo. Ruin usually gets popped within 2 minutes, and if survivors are afraid of NOED all they have to do is cleanse totems. NOED and Ruin are 2 of the few things that encourage survivors to do something other than gens.
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I would encourage you to rank up killer to purple and red ranks and play matches against SWF groups and see if that changes your perspective any.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/907237#Comment_907237
No, it has not. You said “The devs said it is strictly an anti tunnel perk.” I am only asking for you to post a link to a video or a post where they posted just that.
What Sairek posted is a change that gave the perk more purpose, but not only one way of using it.
Read the bottom line: “The 60 seconds does allow for enough time to find a killer again after being unhooked, but I believe it will come down to a smart strategy at that point.”
Hence they know you can still use it some other way. This perk doesn’t stop a tunneler, at best it stops a tunnel off the hook.
You also have to consider the part before that where it was said "I'm also wondering if some killers will even see DS proc if they do not tunnel."
Many killers avoid tunneling but still get hit by DS. I don't think it would be game breaking to make DS deactivate if the the survivor gets healed to full, attempts a save, and/or another survivor gets hooked.
Otherwise let's just call DS what it is, another survivor second chance perk.
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@Usui said:
Imagine being a spirit abuser and complaining about any perks
Spirit abuser?
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They only need to make a few small changes to make the game better, but they seem resistant to it. If they would add any additional objective for survivors the game would be mostly balanced and more fun for both sides.
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@Widowmaker8197 said:
https://forum.deadbydaylight.com/en/discussion/comment/907303#Comment_907303
I'm not referring to the video. Didn't even watch it. I'm talking about every decisive strike in general. Oh yes how dare a survivor bring a flashlight to try and escape the killer. That's so toxic wow. Jeez you killer mains act like bringing a flashlight is abusing a bug in the game but it's not. Flashlights were added to blind the killer and but time for the survivor being chased.
If you'd watch the video, you'd see why neither of the arguments you made apply here.
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@Widowmaker8197 said:
https://forum.deadbydaylight.com/en/discussion/111669/this-is-why-ds-isnt-anti-tunnel
If you've downed a survivor and picked them up within 60 seconds of them being unhooked then they kind of deserve a get out of jail free card. So until NOED gets nerfed let's leave DS alone.
Did you even watch the video?
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@Johnny_XMan said:
And yet no one ever said it was strictly an anti tunnel perk except for the people who don’t fully understand the perk.
It’s also not an anti tunnel perk because the killer can continue to tunnel even after they get hit with DS.
A tunneler will always be a tunneler.
I have to disagree. Whenever the topic of changing DS comes up to prevent scenarios just like this, lots of people say "just don't tunnel" as a solution. Many people believe it's sole purpose is to prevent tunneling. I just wanted to show proof that that isn't true.
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Achievement Hunter/Let's Play on YouTube doing a let's play of it. It looked like so much fun I had to try it for myself.
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Survivors rely on being able to see the killer approaching and during chases, finding hex totems easily, and being able to easily run from one pallet to the next. Hawkins makes it much harder.to do all of those.
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The new description for Carter's Spark says The Doctor will have both the shock therapy and static blast. So he can still shock survivors at pallets and vaults. The static blast is replacing the passive static field.
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@LordGlint said:
The devs are not gonna nerf SWFs because a couple buddies wanted to play together.They're already working on tweeking killers, theyve been pretty vocal on their plans to do so. We can actually expect some love to Doc soon, which is gonna be nice.
Their statement about doctor not necessarily getting a buff but being changed to be more fun to play against didn't really fill be with hope.
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To me it isn't necessarily looping that's a problem, it's the number of pallets. It doesn't take much skill to run around a small loop twice, throw a pallet, and run to the next pallet that's only 5 seconds away. And the small loops with pallets are especially boring because there isn't any mindgame. It's just run in a circle until the pallet drop, then run in a circle again until the survivor vaults the pallet. Repeat.
However, jungle gym setups and killer shacks are a lot of fun imo. Both the killer and the survivor are trying to outsmart each other. The chase there can end quickly or last for a while. Both the killer and the survivor have the chance to use perks and abilities to a greater advantage. That's infinitely more fun.
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This is probably the number 1 thing I want that isn't in game gameplay related. I have a great gaming PC and I'm itching to stream DbD, but all of my progress is on Xbox. Even with DbD being available on Xbox Game Pass for PC, not of the progress is available and I refuse.to purchase the same DLC and grind it all twice.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/862649#Comment_862649
I figured I was just doing something wrong with him but it's good to know the reveal is bugged. Makes sense people wanna take advantage of that while they can. I'm just so bored.
Truthfully the reveal mechanic is in the survivor's favor if you're facing a no stalk Ghost Face. When you reveal Ghost Face it triggers killer instinct which shows the location of the survivor that revealed him for a few seconds. For no stalk Ghost Face, being revealed is great.
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A streamer popularized a new way to play him. It's more effective than using his stalk ability. Most survivors haven't learned how to counter it yet. It's actually a lot of fun to play and play against once you know what to do.
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Yes please. There's so much cool stuff they could do with it. They could make The Lament Configuration spawn on the map like Freddy's alarm clocks and survivors would need to interact with it. Like maybe it could grant either positive or negative status effects, but it's something you need to interact with. Oh, and the cool perk and ability names. Give me something called "We Have Such Sights To Show You" BHVR could have all of my money.
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Gen speed is a huge problem. The difficulty with trying to fix it is that doing gens is boring, so just extending gen time isn't fun for survivors. You're just sitting in place holding a button and hitting skill checks. There really needs to be a new objective added in addition to gens. Something more active.
I've always thought it would be cool if you had to add fuel to the generators to make them work. Like if there was say enough fuel distributed around the map for 6 generators. You can only repair a generator up to the amount of fuel it has, or maybe the gen can only go to 99% until it has enough fuel. And with only enough for 6, younwould have to decide which gens to try and fuel, and which gen is indefensible and go back to take fuel out of it.
Other ideas I've had are needing to repair the power cords for completed gens to get power.to the gates and/or needing to find fuses for the exit gate switches.
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BHVR said in the Reddit AMA their plan is to give solo survivors "access" to the same information as SWF and to balance killers around that. I think the upcoming change to Kindred shows that. I think eventually we'll see something like a reduction in the number of pallets or a boost to killer speeds. And maybe crazy like a cap on the number of times a survivor can be healed to full. Personally I'd like to see an additional, more skill based survivor objective added. Everyone can agree working on a gen is boring.