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GoodBoyKaru

GoodBoyKaru

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GoodBoyKaru
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  • hi, yep, that's latency, and it happens for the same reason many grabs do. they've admitted they're looking into recoding things on their end, since these were desgined for p2p and not with a server in mind. enjoy.

  • @ToppingPanic said:

    https://forum.deadbydaylight.com/en/discussion/158725/the-latest-around-the-campfire-stream-is-a-nightmare

    I agree, freedom of speech and crude jokes are getting out of hand for me and I want it censored! Not my stuff tho, their stuff. Literally if you censor my stuff you will be 'cancelled'.

    There's a difference between freedome of speech and downright hate speech. Saying the murder of George Floyd was justified is one of the worst things you can say, particularly now.

  • @RayrafLPP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331387#Comment_1331387

    There is XD I dont know how to argue. You google "the game dbd" and you will get an image of the map layout. The shack tile is always in the lower area. Maybe someone can help and get a picture of it, but there is a shack formed tile. im 100% sure. It just doesnt have the same textures

    DBD WIki has this image for the lower foor:

    image.png

    Please feel free to point out which of these rooms (ie 3 right 2 down) is the shack. Alternatively, next time you encounter it screenshot it and post it, I'd ove to see,

  • https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes#latest

  • There isn't. You have some similar jungle/pallet gyms, and one l-t wall. There is no structure on the map that is like the shack how you describe- the freezer room is the closest I can think of.

  • Okay but how did they run to the shack if the map was The Game? It doesn't have a Shack.

  • Inner strength's existence proves you wrong, sorry.

  • Current P3 survivors:

    Claudette (first)

    David (second)

    Kate (third)

    Feng (fourth)

    Jane (fifth).

    Current P3 killers:

    Freddy (first)

    Doctor (second)

    Wraith (third)

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1330382#Comment_1330382

    we have maps, perks and stuff like that for counter totems. We dont need more

    Because solo survivors must run Kindred, Detective’s Hunch, and use a map, for information SWF get for free and don’t need to sacrifice anything for.

    Instead how about we give solo survivors this counter than buff totems, either their spawn locations, time to cleanse, numbers on maps, etc. Buffing swf in no meaningful way, giving solo survivors a lovely QoL change, and then we buff killers. Basically everyone is happy.

  • @Onyx_Blue said:

    @Doddle28 weird thing is, my connection is always good, and it has only been happening like this since the update. It's just got me curious is all. If the devs say it's a latency issue, alright. If it's a bug, cool. Otherwise i'm here scratching my head lol first grab denial and now this, question mark lol

    It’s less a question of if your connection is bad and more if theirs is better.

  • Congrats man- rank 1 in 2 months is a huge achievement! Welcome to Dead By Daylight, I hope you enjoy your time playing this game, and I'll see you in the fog. Good luck.

  • I mean. Let's just give solo survivors a totem counter. That's gonna solve most issues lmao and doesn't break swf further.

  • AFAIK it depends on who has the better connection. If you're both spamming the same button, then whoever clicks it first wins.

    From my own experience, nah, I've always had priority (killer).

  • Okay in case you wanted to read up on the matchmaking system they're going to introduce, here it is:

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/927/HH691ZWG6DKH.png

    We’ve observed a growing Community concern about matchmaking in recent months. Matchmaking wait times have exceeded our targeted limits and we’ve seen rank disparities fluctuate. In this Status Update, we will go in details on factors impacting the matchmaking, our current matchmaking system and our future solutions.  

    https://us.v-cdn.net/6030815/uploads/793/ZSC8B6CPRDCP.png

    Above are the three variable factors in matchmaking, with a fourth being the number of players on each role, with an ideal ratio of 4 survivors for 1 killer at all times. When dealing with matchmaking, we need to decide how much to focus on each of the factors. If we focus on one point, the other points will see some sort of impact. For example, if we focus on time, your matches will likely end up being less fair, and you might get paired with people further away. Dedicated servers have helped us ensure a stable connection, with over 90% of players being put into matches with 150 ping and under. Our goal is to get you into a match as quickly as possible with a good connection, without compromising too much on fairness.  

    This is a difficult task in a game like Dead by Daylight, where both sides have different objectives and cannot be directly compared to one another. We’ve attempted to address this in the past with the Emblem system, but upon further review, we’ve concluded that rank does not directly correlate to skill. While a player who plays a lot will tend to be better than someone who plays very little, there are also players who are good at the game but don’t play enough to reach the upper ranks. 

    To help improve with the fairness factor without sacrificing wait times or pings, we will be making two changes. The first is a new system to better reflect a player’s skill level, and the second is a change to the matchmaking system to create fairer matches. 

     

    Going forward, we will use a hidden skill rating for matchmaking purposes. Your skill rating will increase when you do well and decrease when you do poorly. To keep this as fair as possible, the system will predict the outcome of the match based on the difference in your opponent(s) rating and adjust the amount your rating changes: 

    • If your rating is higher than your opponent(s), your rating will increase less if you win and drop more if you lose. 
    • If your rating is lower than your opponent(s), your rating will increase more if you win and drop less if you lose. 

    This way, even if you aren’t perfectly matched with people of the exact same skill level, your rating will not change unfairly. 

    In the future, we would like to extend this system to support different ratings for each killer, allowing you to practice a new killer without being immediately matched against high skilled players. This may not be included in the initial launch of the feature. 

     

    Additionally, to make sure that your matches are as fair as possible, we will be switching over to “batch matchmaking”. 

    Currently, our matchmaking system takes the player in queue and looks for a match close to their rank. If it is unable to find an appropriate match, it will gradually expand the search range until it is able to give you a match. This can lead to both unfair matches and long queue times. 

    The new batch matchmaking will instead pool a larger number of players together, compare their skill levels, and then create the fairest matches possible simultaneously. With a larger pool to pick from, we hope to improve the fairness factor of matchmaking while also keeping pings and wait times low.  

     

    The release of these changes will be gradual. With the release of the mid-chapter update, we are able to start tracking skill levels. For the time being, this is only a test and is not being used for matchmaking purposes. Once we are confident that the skill rating is working as intended, we will be running tests on live servers. 

    When this happens, you may notice some disparity in ranks during your matches. This is to be expected as rank will no longer be used for matchmaking purposes at this time. To avoid confusion, we are considering removing ranks from the post-match scoreboard once testing is complete, as they will no longer be relevant to matchmaking. Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being. 

    We are confident that these changes will allow us to create fairer matches without losing sight of our goals; to get you into a match as soon as possible with a solid connection. We’ll be sure to keep you posted on our progress as we move forward. 

    The expected arrival is later this month, confirmed in the anniversary stream.

  • I mean, there's aimit of 6 ranks up/down, so congratulations on being the only person with functional matchmaking I guess?

    And congrats on killing em all.

    Matchmaking is planned to be fixed this month according to the anniversary stream, if that helps too.

  • The devs don't have to make him look good, it's not my fault they do. I can only respond in turn :)

  • @colonel_cones said:

    Does the red stain go though walls? When you turn backwards does it matter if the killers stain hits the wall or is it better to try spin backwards without the stain touching the wall

    It shouldn't but can still do, and even if it doesn't go through the wall it can wrap around the edge of the wall to still show where they are. The best mindgames don't just hide the stain, but completely bamboozle the survivor into running the other direction. It's always a good idea to hide your stain though, regardless. It's why high wall loops vs Ghostface can be so dangerous

  • Can I just, like, just- all of Stranger Things' first season. Please, just all of it. Season two, with the death of Mr B because of the demo-dogs (that we know grow into the Big Boi Gordon). Just- like- yes, it's a killer. It killed people. It killed lots of people.

    It should be a killer. Dustin's boi is no exception, it killed the cat and almost him several times (in fact, since Mew's Guts is an add-on we can assume that Dustin's boi is the killer).

    Demo deserves this place.

  • @AvisDeene said:

    Shirtless Pre-Corrupt Daddy Trapper please.

    Time to become a Trapper main

  • No, balanced hasn't been buffed AFAIK, this is either a bug or they did and I just haven't experienced it because it's bugged on my end.

    Source: Playing using the perk

  • If you want someone to watch (as someone has already posted) I'd go to Space Coconut or Otzdava. Space is a pretty big brain hag, and has made severa guides to her. Otz is just an all-round amazing player, relatively wholesome whilst also being incredibly educating. Int3r4ct's Entity Education series is also pretty useful, detailing their power and add-ons in exact numbers (making it nice and easy to understand :D). Their channels are hyperlinked below.

    Space

    Otz

    Int3r4ct

  • @Akhaten said:

    The devs could remove the perk from the HUD if it gets cleansed since you can't use it anymore. Show noed until all totems are gone or the lit totem is cleansed, and for haunted grounds keep the current animation and after it's done, remove it from the HUD. This way we could have a better understanding on what happened to devour.

    Also this could be extended to single use perks like corrupt, BT, DS etc.

    You know bt is multi-use right?

  • @Todgeweiht said:

    We already know, dont we

    If I recall correctly

    First and second times: 5 minutes

    Third and fourth time: 15 minutes

    fifth time: 30 minutes

    sixth time: 1 hour

    I dont know the rest...

    This was made on Feb 11th. We didn't know then.

  • @MrCookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327895#Comment_1327895

    No they can't. It's been fixed. If you get hit far from the window then it's only your ping to blame. Pay attention to patch notes.

    Or its the killer's ping.

    Both of these issues are being addressed. Peanits confirmed in another discussion they're looking to re-code how grabs work.

  • So AFAIK one character costs 500 auric cells, which is about £5. On Steam chapters (including both characters and some extra cosmetics) are about £8 with the exception of Stranger Things which was £10-£11 because of it containing 3 characters not 2.

    I think it's cheaper to buy it through the Steam Store but if you have that many cells and nothing else to use then on (read as: if you own shirtless David) then go for it- since you've already spent the money on the cells you might as well, particularly if you can't afford more.

    Unless the chapter is hella expensive. In which case maybe using your cells could be a better call, we'll have to wait and see on pricing.

  • Firstly, don't worry, matchmaking is hopefully beign changed soon so you'll be faced with equal players again mate.

    Secondly, pick one killer and main them. Learn them inside and out, it's much better than trying to learn everyone at once. Once you've done that you can learn another, but for the start focus on being the best you can be as only one guy.

    Watch content creators who play killer (Otzdava is a great example) and get a feel for the basic gist (tips all M1 killers should know).

  • @Millerrules said:

    What do you mean?

    I think they mean the disconnect penalties, and considering this was from February 11th (nice necro lol) it was before the times were explicitly revealed.

  • Imagine trying to 360- just pirouette on the spot.

  • I like how you're just meming around about Jesus breathing and this image just sent me.


    Back to op, I don't really play Jeff or Jake but I'd love it if I had some insentive to do so. FatJesus™ would rule EU once more (and by rule I mean die in 5 seconds).

  • Don't worry- the new matchmaking system is being released this month according to their 4th anniversary stream

  • @Gomolazoli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326058#Comment_1326058

    Are you lost? Because you completelly missed what this thread is all about.

    You deciding to declare war on Claudettes who decide to hide instead of being neon, click a light, tbag, and try to get your attention? No, I think I got it.

  • @angematias said:

    It's like every step we take in trying to make this game less toxic the other players seems to find a way to make it two steps back.

    Remember guys, looping is toxic and boring. Oh, you want to play immersed effectively? Enjoy being tunneled and first-hook moried, serves you right for playing in a boring manner.

    11/10 idea

  • I mean, firstly bit of a dick move but whatever floats your boat. I'm just struggling to find who asked.

  • @Orion said:

    Again, I can't play with a boner. Stop suggesting shirtless characters.

    I personally am all for this idea.

  • I've got ruthless in games I thought I'd depipped in before so, again, how are you 100% sure? Find a screenshot and I'll eat my words.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323550#Comment_1323550

    Except it's not balanced, because at least half of that team pipped, and killer did not. Survivors won that match.

    You don't actually see his results so...

  • Otz is chill, JRM cracks me up for some reason, No0b3 is great, and Farmer John likes corn

  • Let's not forget the devs day that 2k 2e is their balancing mark- since 2 died and 2 escaped despite the fact he didn't camp or tunnel this is actually proving the game is balanced.

    I love Ardetha, but this was not his best video to pick.

    Hell I can post his PWYF Pig game and claim Pig needs a nerf; as we all know she doesn't.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323281#Comment_1323281

    I run shadowborne. If I were to put m&a on at the same time, i know fov doesnt stack but which perk gets priority?

    Shadowborne gets FOV priority.

  • @hagling said:

    afaik dbd mobile is developed by a separate team.

    You'd be correct

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322645#Comment_1322645

    No, I have to agree.

    Either the downed pick up should take priority (have it automatically shove teammates out of the way), or healing a downed teammate should leave you vulnerable to the grab action, not a hit.

    I mean, I'd like it if it got changed, but there are several counters, one of which being STBFL. Plus, it rarely happens (from my own experience, I've never actually had this happen).

    It's just something a survivor can do, like a clown can cancel a hook rescue by hitting a bottle or a Legion can get an easy down if a survivor tries to blind them. It has counters, if it bothers you that much use the counters.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322726#Comment_1322726

    Also, 1 of them did suicide. Thanks for telling me though. I didn't know that bear traps can prevent pipping sometimes.

    Yeah trapper, plague, Billy, and Huntress can have a difficult time pipping. If you really want to to pip (not sure why you would, red ranks face you lower down anyway) then Legion is your guy.

  • @mosheon970 said:

    already did, is the game fault, not the system.

    Then let the devs do their job and fix it. Many bugs have plagued the game since alpha and because of the supposed spaghetti code fixing one may break seventy other things, causing way more issues and rendering the game unplayable for everyone. So again, submit reports, and be patient.

  • It can be annoying but if you let it tilt you, and you focus on that survivor exclusively, that's on you. It's just what happens in online games, I don't mind it. If you wanna waste that distance go for it, let me get a free hit.

    Plus, it's lovely revenge for when you get facecamped at 5 gens for not dying in 0.3 seconds. As much as I love to let toxicity die with me, sometimes it's too tempting.

  • Great news is there's a section on the forum dedicated exclusively for fixing this exact bug you're on about! Find it here: https://forum.deadbydaylight.com/en/categories/DPP_RankUpdateError

    Additionally, the bug reports section (https://forum.deadbydaylight.com/en/categories/bugs) can help you reporting any others you encounter. Enjoy!

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322703#Comment_1322703

    It's a speed reduction, not a time increase. Look at it in terms of units.

    Time is measured in seconds, which I'll represent with s.

    Interactions are performed in terms of charges, which I'll represent with c.

    Interaction speed is measured in charges per second, or c/s. The default speed is one charge per second, or 1 c/s.

    So you have an interaction that requires 16 charges, at the speed of one charge per second. Let's look at the units:

    c/(c/s) = c*s/c = s

    In other words, if you divide the number of charges by the speed, you get the time it takes.

    Now look at the value:

    16/1 = 16

    Therefore, at the speed of one charge per second, the interaction takes 16 seconds.

    If the speed is reduced by 20%, you instead have:

    16/(1 - 20%) = 16/(1 - 0,2) = 16/0,8 = 20

    So if you reduce the speed by 20%, you increase the time by 4 seconds.

    Cheers mate

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322661#Comment_1322661

    A 20% speed decrease translates to 4 more seconds of healing, though. 4 seconds with a 110% (4,4 m/s) killer translates to 17,6 meters. With a 115% (4,6 m/s) killer, it's 18,4 meters. That means an arbitrary killer will have about 18 more meters of "path", if you will, before you're done healing.

    Wake Up! is likewise looked down upon, but those 3 seconds translate to 13,2 (110%/4,4 m/s killer) or 13,8 (115%/4,6 m/s killer) meters of distance. In other words, the killer will be between 13 and 14 meters further away than if you'd opened the gate without the perk. I'm not saying it should be meta, but it shouldn't be underestimated either.

    This is why DS is such a big problem. Those 4 seconds of stun (taking into account the drop animation) translate to 16 meters that the survivor can gain on the killer. A 110% killer chasing a 100% survivor moving in a straight line (no vaults or anything) would require 40 seconds to catch up to the survivor. A 115% killer would require about 27 seconds to do the same. Keep in mind that the difference between a 115% and 110% killer is 0,2 m/s - barely anything, at first glance.

    Seconds matter in DbD. Even something as seemingly pointless as saving 3 seconds in an interaction makes a difference.

    Oh no I was asking because I always thought that it was 25%, because 25% of 16 is 4 so me not being very good at maths thought that just chucked an extra 4 seconds on. Didn't realise how the perk (and status) worked (it slows charges being put in apparently, not just making the time longer) which was my bad lol.

    But thanks for the clarity my guy.

  • @ShErMaDeRmA said:

    And if i dont have stbfl? And how would bubba help? the charge time and animation would still let them out

    Then you learn to deal with it. It's something that's in the game that experienced survivors can take advantage of and many people either do it wrong or don't know about it.

    Other ways to counter it include playing Plague, using Bloodwarden, using NOED although I wouldn't recommend it, killing survivors early, playing Billy, using Rancor... There are quite a few and these are what I could think of over a two minute period of writing this comment.

    Edit: Doctor also works, as does Pyramid Head in some situations.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1322644#Comment_1322644

    That's why it discourages survivors from healing. It feels longer than it's worth.

    Touché

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