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GoodBoyKaru

GoodBoyKaru

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GoodBoyKaru
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  • Good news!

    As can be found here, when the new MMR system is released killers will have their own individual MMR rating, letting you grind up with whoever you want and not get pummeled as TheLeg™ for 30 matches in a row.

  • My personal four perks that I feel lead to a happy, healthy, successful solo game are:

    -Kindred

    -Iron Will

    -Decisive Strike

    -Detective's Hunch

    Here's why:

    Kindred is a god tier solo perk because of the amount of information it gives you and your team. You can see their exact location and be coordinated with the actions of your team through this perk.

    Iron Will is a helpful perk when you won't be healed, since solo q it's hard to convey locations, and even then it's hard to get them to heal you. Also, it's a nice counter to a stridor-less spirit, and is overall a great perk.

    DS is, imo, the strongest survivor perk in the game, and even if it wasn't designed for this it helps stave off tunneling, which is pretty prevalent in today's meta. You having ds also protects your team, since one obsession could mean everyone has the perk.

    Detective's Hunch helps you see which totems remain on the map, removing the issue of NOED from the endgame. It also shows where chests and gens are, which is pretty useful.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282868#Comment_1282868

    Recoding the game from the ground up won't happen. The effort that would take is enormous and not worth the payoff.

    Just because it won't happen (ever, I know) doesn't mean I can't dream about it.

    But yeah, even if that won't happen, I'd love to see it in UE5 provided there's no massive performance drops.

  • @Orion said:

    I can only imagine the number of bugs that would bring...

    I'd honestly be willing to risk it; imagine if they could re-code the game from the ground up to remove all the spaghetti code too (even though that may take several years). Plus, I'll take better graphics so long as current performance isn't harmed. I'm already at 13fps as an average, I don't fancy more issues.

  • @Bovinity said:

    Ok, then lets see if the matchmaking exploit is ever fixed. Not even talking about banning anyone because I don't think it's anywhere near a bannable offense, but just remove it.

    No, because they want survivors to be good and happy and just enjoy rolling over whatever newbies they can. Nevermind what the killer experience is.

    Matchmaking for many people is currentlu very scuffed. The devs admitted this in their most recent QnA From Home livestream. It's not an exploit when it happens to everyone regardless of what they do.

    For details on the new matchmaking system the devs want to implement, please see here. (hyperlinked).


    @5thPerkSlot said:

    hackers are/were also customers at certain point, so making a banning decision is not that easy

    Like @MandyTalk said, supply sufficient evidence of someone hacking and they will be banned. Because many people report just from salt, they need this extra info to back-up claims. Once this has been received hackers usually get banned within the week.

  • @Predator3174PL said:

    "Oh, you mean like Left For Dead? No, never considerd it!" (Mathieu)

    RIP Pyramid head then…

    The scariest part here is that I can't tell if you got the joke or not.

    Mathieu was being sarcastic. Bill is from Left For Dead.

  • @mistar_z said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282106#Comment_1282106

    Wow really I wonder what could make it feel like its so huge? first thing that comes into my in the main buiding's second story.

    Yeah mother's dwelling and yamaoka are probably the true big maps left in the game, but i like the visual design of mother's dwelling and performance on that map is pretty good so I don't mind it, i enjoy it more on the survivor side than on the killer side though. similar case with yamaoka, but yamaoka can be annoying sometimes too with those weird tiles that look like they have vaults in them. i've mentioned it to a dev a few times and they've acknowledge it but its been over two years so idk if they even care anymore.

    @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282106#Comment_1282106

    Is that real? Cause it feels like one of the biggest. Temple of purgation and thompson house felt bigger but they were reduced

    According to the dbd wiki (my lifeblood), Mount Ormond Resort is ranked 8th in terms of size. Sound it's pretty big, but many positions actually tie.

    Source: https://deadbydaylight.gamepedia.com/Realms


    @Dead_by_Gadfly Ormand actually used to be substantially smaller than most maps before the map size reduction. Mothers Dwelling and Yamaoka still take the top spots though.

    @mistar_z Ormand feels so big because the entire map is one loop. It's all connected and it hurts to even exist. Plus, the many sight blockers and obnoxious main building leave many to think it's large when in actuality its very small.

  • Ormond is actually one of the smallest maps in the game.

    But I agree, this map- along with Mother's Dwelling and both Yamaoka maps- are my least favourite ones on both sides.

  • @Astrian said:

    In summary:

    Community: *asks question*

    Dev Team: No / No plans to do so

    Except the ones they said yes to

  • @Rivyn said:

    'The performance of SWF groups isn't that much higher than solo survivors when looking at stats...'

    I don't get this statement. How can you judge SWF performance accurately, when the last six months, match making has been all over the place, with rainbow colors the norm? How much does 'isn't that much higher' mean? 2%? 15%? 45%? Are we talking 2, 3, or 4 man? What ranks, and were those ranks consistent? What killers were faced?

    This is what sets it in my mind that the devs don't care. Years of balance talks between solos, killers, and SWF, boils down to 'isn't that much higher.' Maybe if they laid it out on the line and showed the stats, the real stats, we could have some progress. But as it stands, all this swf talk is just a brick wall, apparently.

    My guess? They try and save face. They know the frustration comms brings, but won't do anything about it because they don't want to risk losing their cash cow. Instead of coming out and saying it, they use vague phrases like 'isn't that much higher,' trying to remain in the grey.

    Okay, like I’ve said before, I’ll say again now. Stop with the conspiracies.

    The best thing BHVR can do is to be transparent. If they aren’t, and people then find out they’ve been lying, their reputation will drop catastrophically. Why hold a QnA when you’re just going to lie?

    My guess is that BHVR measures success, right now with the stats they have, theouh escapes and kills. For every 4 man comm death squad there’s that team that drags up their rank 20 friend and will all die; for every rushing gens b4 friends there’s that team that’s so altruistic it costs them the game. Right now according to stats, this is what the devs are using- since, you know, a survivor’s job is to survive, and a killer’s job is to kill.

    Remember last time they showed stats, and everyone lost their minds, claiming “x is broken” or “y needs a nerf” or “swf isn’t strong because these stats here”. That’s right; they released escape rate stats for swfs vs solos and 4 man groups were about 6% higher.

    In the stream, the devs said that their MMR system would give more measurements for a player’s success. This allows them to see “huh, swf really are stronger” or “huh, according to these stats too they aren’t.”

    But this is where the Player Satisfaction Surveys come in. If the devs find something is balanced in stats, but the community find that it isn’t, then that’s another way to report feedback.

    Also, please only use parts of my posts in quotation marks for direct quotes from the devs- like I said at the beginning, anything not in quotation marks is my paraphrasing.

  • you’ve taken this from my post and I need to clarify now before it gets out of hand


    ANYTHING NOT IN SPEECH MARKS IS ME PARAPHRASING, LIKE I SAID AT THE START OF MY POST. DO NOT USE MY POST AS A SOURCE OF OFFICIAL QUOTES, PLEASE USE THE DEVELOPER’S STREAM. PLEASE READ MY ENTIRE POST.



    Secondly, no. They’re not trying to hide anything. Right now in terms of escapes, SWF groups aren’t that much higher, and since this is how survivor’s success is currently measured (by, you know, survivng) then it isn’t a priority. With the new MMR system, these metrics of success will change, allowing the devs to measure success in a different way. This different way could then be used to show that SWF needs to be addressed ASAP, or the stats could remain the same.


    You don’t have access to official stats, BHVR does. They’re more trustworthy here.


    Again, please refer to the developer stream for official quotes.


    APOLOGIES FOR FORMATTING ISSUES, MY IPAD DOESN’T LIKE THESE FORUMS.

  • @andyollolloll said:

    You appear to have left out the huge issue of SWFs and how they are going to balance it?

    I read something about it really isn't that important despite how it feels... which makes me further uneasy about red rank survivors longer wait times.

    But...That’s part of my post? I said what the developers said in their stream, paraphrased. Nothing more, nothing less.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279869#Comment_1279869

    You would be surprised, being Fibi can be tough around here 😅

    Again, you seem like a really nice person so I'd gladly be you for a day.

  • @[Deleted User] said:

    Wait a minute, you're not @Fibijean. Either way, great work compiling this all together!

    Honestly being Fibi doesn't sound like a bad deal, I'd gladly take that one lol.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279445#Comment_1279445

    Of course you can, but you're handicapping yourself. While you can sympathize with how it's like to be kicked off the game first from a mori, a camp, or being ruthlessly tunneled, that doesn't mean you have to play suboptimally

    No, you're correct; it's a handicap. But it's one I enjoy and still do well with, hence why I'd like to dispute that there's no way to do well while "playing fair". You can.

  • Contrary to popular opinion, you can play within the so-called "Survivor Rulebook" and succeed. I've made it to rank 1 by doing this without Hex:Ruin, and while it wasn't easy, I didn't feel bad about anything I was doing.

    I did this because I played both sides. I know what it's like to be first hook moried, camped, and tunneled, like I know what it's like to be tbagged and genrushed. I can get up to rank 1 by doing neither of these things.

    It's a matter of getting lucky with the map spawns and RNG, and playing right. I won't pretend like I'm a god killer- I wouldn't even call myself good- but I don't get why everyone says it's impossible when it isn't.

    It's challenging, but it's worth it.

  • A whole lot of them do from my experience; their item-less idle animation is different, even if its subtle

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279336#Comment_1279336

    The stream happens at 4am my time, so it was only 9am for me when you posted this, and then I have other commitments to keep at the same time, like my uni classes.

    It usually takes me about six hours in total to write up the summary once I get to it, because it takes a lot of time pausing the stream to take notes, reading back over it, making corrections, ensuring that I haven't missed anything and that what I've written was accurate and easy to read, all that sort of thing - just because I think if anyone is going to be reading my summary instead of watching the stream, which I know is the case for some people, it's really important that what I'm giving them is a faithful and complete representation.

    I try to get it posted within a day or two of the stream, but that's all just my long-winded way of explaining why you didn't see anything from me within the first couple of hours after it aired 🙂

    Thabsk for the clairification; makes a whole lot more sense now as to why I didn't see your post yet. Yours definitely goes a whole lot more in-depth than mine does, so I'd say there's definitely still merit to making one if you're up for it (since they take a lot of work, as I found out).

    I wanted people to have something quick and easy for those who couldn't, or didn't want to, watch the stream.

    I'm sorry for stealing your mojo though, and your title too. You're the real one people should be thanking here since without your comments I'd never have done this one.

  • @PrettyFaceKate said:

    Thanks again for doing this.

    Have you considered making the hook struggle automatic?

    This has been considered several times, and rejected. The devs want the players to feel involved, and so mashing a button helps the gameplay of fighting against the Entity and the sacrifice. They've considered changing how it works, however there are no plans for automation.

    I'm baffled that after 4 years of complaints they still insist on this. Anybody who's played more than 10h knows the immersion factor is gone and button mashing is just an annoyance.

    I think it's less true immersion, more "You're hardly engaged when alt tabbed opening Spotify"

  • Honestly im fine with it the way it is. You can tell if they have a key, not by their hand, but by their body stance. It changes when they hold an item, and if you can't see an item then it's probably a key.

    In-game though, I'd like it if keys were bigger and brighter.

  • @BigTimeGamer said:

    "The performance of SWF groups isn't that much higher than solo survivors when looking at stats, despite how it may feel."

    im sorry, but i cannot believe that anyone believes this, data =/= everything

    The devs said that, statistically, their performance isn't that much higher in terms of escapes, although this could be because many teams throw themselves at the hooks at the end and die. When MMR happens then chances are they'll have other ways to measure success and then they should be able to see that SWF actually are really strong.

  • @Fibijean said:

    So... should I still do my long version, or...?

    I have a feeling a lot of people were waiting for your main version, I just wanted to try and help out since I hadn’t seen your comment yet & thought people would like to see what the stream was about.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278686#Comment_1278686

    Thanks for the feedback, I'm going to stick with the game and keep trying to hit higher rank survivor.

    I had one more question, is there a difference between a group Q and solo Q? Should there be separate Q's with higher rewards for Killers who play against a group?

    Yes, there is a difference. Even without comms, knowing you can actually rely on your team is godly.

    However, no, I’d say having different queues wouldn’t work. Queue times are already bad enough, as is matchmaking, and so having different queues would break these further anyway. Not many killers would chose to face a swf group.

  • @Doomspooge said:

    Just to bump this up again here's another not a cat.

    https://us.v-cdn.net/6030815/uploads/553/Message_1531673617848.jpg

    I love the Danger Noodle

  • @PrincessPoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278616#Comment_1278616

    They said from the start that this was just a q&a stream and they would not be talking about the new chapter, not their fault you don’t know how to listen or read.

    Woah, relax, @Orion already said they didn't hear that bit of it since they were in a meeting.

  • DS can be activated a total of 8 times- every time you've been unhooked for 60 seconds.

    DS is deactivated for the rest of the trial when it has been used.

    This means you can eat one (1) stun per survivor each game.

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278763#Comment_1278763

    PLEASE. My money would fry at the sight of Quentin cosmetics.

    Here's hoping the devs finally show some love to the Quentin mains!

  • It's a current legal battle I assume, like with the Switch question, but there's a chance!

  • The livestream will be on the 26th May, however nothing else was revealed about it.

  • @StardustSpeedway said:

    The anniversary stream is on May 26, not the 24th.

    Oh damn is it? I'll correct it ASAP thanks man!

  • @Waffleyumboy said:

    Give this man a medal

    @Mandy said:

    @Doddle28 thank you very much for doing this <3

    Honestly I'm glad I was able to this time, no worries at all guys <3

    This community has given me a lot, I wanna give back in any way I can

  • @AssassinZodiac said:

    @Reice - Do you think there will ever be a new survivor objective?

    There are no plans to drastically change the core of the game, but there will be fun things to do. The issue here is to ensure the changes remain consistant. (Mathieu/Patrick)

    I'm actually kind of intrigued by this statement. Wondering what they might mean as far as fun things to do.

    Me too! I'm looking forward to whatever the devs mean by it, and hopefully it'll be something good.

    @Laffle said:

    The main problem with a 2v8 mode is that the killers can just travel the map together and quickly down survivors with two m1's. I can't imagine how that could be balanced in a fun way.

    At the same time, that's 7 survivors free to repair 5 gens. I'd agree that the devs' 2 listed bottlenecks are more problematic than M1 killers being able to insta-down. This effect is also ruined with Exposed, any M2 killer, or if the survivors get i-frames from being hit in this hypothetical gamemode.

  • @Sylhiri said:

    @AlbinoSquirrel - Have you considered making the hook struggle automatic?

    This has been considered several times, and rejected. The devs want the players to feel involved, and so mashing a button helps the gameplay of fighting against the Entity and the sacrifice. They've considered changing how it works, however there are no plans for automation.

    =================

    To be honest it only feels involved for the first week or so, which then becomes tedious. Having some kind of arm spasm, drink spill or anything that causes you to accidentally remove your finger from the spacebar for more then a second and remove you from the match feels terrible and very annoying.

    If a mechanic doesn't enhance gameplay or people rather find ways around said mechanic such as some kind of autoclicker or mouse wheel then it pretty much loses it's original purpose. Personally I would want people to feel engaged with a mechanic rather then be annoyed at it.

    I agree hook struggle is a pain (can't tell you how many keyboards I've broken over it lol) but I kinda get what the devs mean. You're hardly engaged in gameplay if you're setting up a spotify playlist or looking up a video on youtube.

  • @stikyard said:

    I've been playing a few months mostly survivor highest rank I've achieved in season has been 9, probably less than a hundred hours in. I've been learning and watching, I've experienced a great deal of frustration with this game but can also find it challenging and fun. That largely depends on each match. I have a few questions as a fairly new player to the people playing at high rank and have been around a while.

    Is the game still challenging and fun at High rank for Killers and Survivors?

    I understand coordinated teams vs. a killer is much different than a group of solos. Could something like in game voice be useful to close the gap?

    It seems to me that a decent killer, with the right perks basically owns the match against solo players by exploiting some easy tactics that can really ruin a group fairly quick resulting in not a very fun match and loss of items.

    Is the current balance of the game good or heading in the right direction?

    1) Yes, to me at least, playing at higher ranks as both survivor and killer is a challenge- killer being the much greater challenge!

    2) In-game voice chat could be helpful, however the devs have stated they don't want this, and I agree with them. Many people will just be trolls, out to ruin someone's say. Every match will have the obligatory 12 year old blasting music, a low-quality Xbox mic, the one player trying to do something, and the person who doesn't know how to turn their mic on. Plus, I know people who can't- or won't- voice call with people online. These people would be at a severe disadvantage than others.

    3) Killers can steamroll solo survivors, but it can also be the other way. I've had solo games where the killer made no pressure, and solo games where everyone but me dies 5 seconds into a chase. It all depends on the teammates and killer.

    4) I'd argue the game balance is good, and only getting better (right now, anyway). There was recently a large-scale map rework which addressed many common gripes with the maps. Some things are still problematic (like the size of Mothers Dwelling, Yamaoka's existence, Cowshed having 2 windows open, spirit's existence) but the game is in one of the healthiest states I've seen it for a while.

    -Played since November 2017, rank 1 killer and survivor, 1.2k hours and counting.-

  • @AssassinZodiac said:

    Thanks for making this post. <3

    Anytime <3

  • @ProfoundEnding said:

    Don't worry @Fibijean will make a post eventually and a mod will pin it.

    Don't ruin my hopes and dreams Y. Y

    nevermind i got pinned yay :D

    Aha, well, anniversary stream on 26th May! I may end up making another summary then, depends on the time since Fibi usually does them.

  • Honestly, I'd like to respectfully disagree here. Lightborn is a niche perk used to make one possible item set useless (three items). It's not the best perk, but has one use. You're better off with Franklin's Demise, though, and personally I think it needs a buff more than a nerf.

  • @Orion said:

    Still no word on the Candyman... Waste of time, that stream was.

    Like I, and they, said at the start, no new content was announced. The anniversary stream on May 26th (26-05-20) should hopefully hold more news, though!

    @Orion I made a mistake, it's actually the 26th. Apologies.

  • @BattleCast said:

    Thanks a lot for doing this!

    I hadn't seen Fibi do it yet so I thought I'd step up to the plate (Fibi if you were partway through doing this I'm sorry, please forgive me).

    Seriously, though, no worries

  • @cheetocultleader said:

    I'm mad Cote wouldn't show me his cat again. <.<

    Look on his instagram! There's pictures of his cat on there and they're adorable!! https://www.instagram.com/doctorsideways/?hl=en

  • @Kees_T said:

    What they could do in the 2v8 gameme mode is to only allow it in custom games, sure it will be buggy as hell, but who cares? We just wanna have some fun with our little buddies.

    Honestly I'd really like this for a 2v8 gamemode, but again it all depends on what the devs want. Having this could force a lot of people out of the main queues into custom games with their friends, which would net the exact result they don't want.

  • I believe this is definied by anything that makes you stagger- for example if it triggers Balanced Landing that usually works. The challenge may be bugged right now though, unfortuantely.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1277179#Comment_1277179

    Sure, just like they chose to be toxic. They could have played the game as intended, but instead they chose to bully me the whole game for their own satisfaction.

    Quitting every time doesn’t make you better; it makes you angrier. There’s no point playing a game when, as soon as you face an adversary you don’t have the skill to beat, you disconnect. The game wasn’t in your favour, so instead of learning from the experience (ie. Damn, this guy’s good in chases, better not chase him & focus on the weak link) or (This man’s got head on, he’s got to go ASAP) you quit out, and as Deadeye pointed out this was your third DC. If anyone’s at fault here, it’s you for dcing. Take the loss, learn, and move on, or you’ll never improve to a level where you can stomp them.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1277164#Comment_1277164

    I disconnected 23 hours prior. I don't get to choose when I get steamrolled by SWF. Otherwise I would have waited an hour for my first penalty to reset.

    But you chose to disconnect, and that's the difference. You can play out the match like usual, give a gg and move on, but instead you chose to dc and give them that satisfaction.

  • Why can I never get these spawns lol?

    Believe me, jungle gyms still spawn. And they do a lot of the time. I've had a match before with a FunBus™ and 2 long wall gyms- that was torture.

  • Cross-play or cross-progression hasn't been officially confirmed by the developers, it's been "confirmed" by some code that doesn't even look legitimate imo.

    There is no date because it hasn't been confirmed.

  • So you already dced to get a 15 min penalty instead of a 5 min default one? Yowch.

    Honestly, I see your issues here. Badham is actually really fun imo to play on when you're dealing with solo survivors, since once one god loop (house of pain/preschool) is gone they don't know and keep running there giving you free hits. It's when you're facing a swf that the map becomes problematic).

    Imo this will keep going though, until solo survivors finally get stronger so the devs can superbuff killers accordingly.

  • @pAncrop900 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276241#Comment_1276241

    Balanced? Hmm non really. There is a version i remember where in front of the chapel( the zombie horse side) there is only 1 generator, and this part of the map is so big, like 30% of the entire map. You basically cut off 1/3 of the map by doing that gen... In a small map like this is bad

    Then the solution here is to not do that gen, and the map remains that large and you're gauranteed to not get gen locked.

  • Honestly, on the one hand I dislike new RR because I despise red ranks with a burning passion, and now I'm stuck up there because one month I played too much. On the other hand though, I like it because it means more killers will be in red ranks, which we need right now (yeah, there will also be more survivors, but because pipping as survivor is so easy that would happen anyway).

  • Chapel is actually one of the more balanced maps- it isn't too big, the main building has definite counters and if you think the pallets there are safe then yikes. To balance it out its got Asylumn typical filler pallets (that is to say, one) and then about 4 jungle gyms/pallet gyms/t-l walls depending on rng, and a shack. It's actually a good map to get as either side and I'd use map offerings for it as killer (because coldwind, mothers Dwelling, and yamaoka need to rot) or as survivor (go away Gideon) if it wasn't for the risk of getting Disturbed Ward, which is ACTUALLY still an infinite if the killer gets bad rng.

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