HectorBrando
HectorBrando
About
- Username
- HectorBrando
- Joined
- Visits
- 2,363
- Last Active
Comments
-
@Lemonwolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3126249#Comment_3126249
You have so many posts but you still dont seem to understand the problems in the game.
You still didnt answer my question and it has something to do with the new perk.
If you would know anything about the gameplay, especially in high mmr then you would be aware of the situation that killers face mostly swf "troops". And there is very little you can do against them, well maybe playing Nurse. Its not about git gud, thats just incredibly short sighted and shows a total ignorance towards the problems in the game.
"Sometimes" camping is a necessary tool. Maybe you should ask yourself why that is?
This new perk is just going to make the situation worse.
In high mmr survivors are the power role. But most people are totally unwilling to acknowledge this, much less accepting it.
You dont believe it? There are more than enough experienced killer main streamers, Just watch their matches and you will notice a pattern.
High mmr swf survivors can be a menace.
The new perk will make it even easier for the high mmr survivor swfs to win games.
Ill humor you, camping needs a tool to be punished because its a rampant strategy Solos cant efficiently counter because they lack information, especially after stuff like Deadlock and the 10 extra seconds per gen introduction, if you camp a Solo team at 4 gens almost universally youll get 3K with barely any effort.
Sometimes camping may be necessary? It may be, but something like a counter is still needed even in those situations, sometimes genrushing is necessary yet Deadlock still activates, doesnt it?
Real high MMR streamers rake in 4K after 4K, go watch Lilith Omen or Lynxi, they get 4Ks most of their matches, maybe the high rank streamers you watch are not as good as you believe they are and got there by smashing Solos.
High MMR SWF Survivors are a menace? Yes, and they should be, or do you expect the Survivor team to be just bots without any chance of escaping?
The new perk will do nothing for good SWFs, they dont need anything to deal with campers, they just say "he is camping, do gens" over comms and call it a day.
Now my offtopic question, are you afraid your reliance on camping may come to an end?
-
The perk wont stop people from not playing a match they dont want to play.
They start suiciding, you use it, they still try to kobe and reach struggle stage then they hang there until the effect goes away and either die or you reapply it or someone unhooks, then they go AFK or go to a window/locker and start spamming fast actions until the Killer comes back and hooks them for the last time.
If someone doesnt want to play they are not going to play, suicide is just the fast way to go but going AFK or annoying the Killer until he finishes you off are other ways to get out of a game quickly.
-
@Lemonwolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3126200#Comment_3126200
Why should camping be thoroughly punished?
How about thoroughly punishing gen rushing,t-bagging, clicky clicky and general disrespect?
Of course we cant have that because the forums would be flooded with survivor tears.
First, dont derail the thread with pointless whataboutism, we are talking about a new perk that may become meta in response to a rampant strategy used by Killers, we are not debating Killers getting tilted by tbaging or their ineptitude on applying pressure to stop the gens, make your own thread if you want to talk about that.
Second, spam clicking flashlights got changed so it cant be done anymore and tbagging doesnt give the Survivors any kind of advantage, there is no reason to counter something that doesnt have any impact on game mechanics, its like countering the Killer nodding while carrying someone.
Third, genrushing gets countered with stalling perks and with Killers leaving the hook to search for other Survivors so they can ramp up the pressure, if you dont understand how this two things counter genrushing you need to git gud.
-
@thrawn3054 said:
I feel like it needs to deactivate in end game. Maybe only allow it to work once per survivor per hook state.
I disagree on the number of times, camping can be done at every stage of the game and the best, most strongest camp is the one done right after a rehook. Camping should be thorougly punished and should have a basekit hard counter, since we cant have basekit things because the forum will be flooded by a river of Killer tears it has to be a perk, at least make it formidable.
I agree during EGC it should deactivate just to stop people holding the game for an absurd amount of time with barely any chance to do anything but trading hooks.
-
You people are never satisfied.
-
I was literally going to post the same exact thing.
-
@JackOfTrades said:
What's funny about all of this is that they probably could've beat me. I play Switch and suck at everything as of now.
Nurse is weird, if the player is good there isnt much to do, you will die, if the player is bad there isnt much to do the game will be 5 minutes 4E with maybe 1 or 2 hooks.
Both are boring to play, being stomped without input in your part is boring but stomping without any effort is boring too, why stay on a match where you are going to be bored no matter the outcome? That being said I think is better if everyone just spams fast actions and suicides on first hook to avoid penalties.
-
That has been the norm for some months, I was glad tho as it gave me the perfect excuse to give up too without getting much flak from everyone else.
-
@Bubble0seven said:
The complaining and threads about this is out of control we get it you all do not like tunneling and camping how many threads and posts are you all going to make regarding this and the countless other pleas for DS to be reverted.....Maybe PVP Style games are just not for you.....
And yet there are less threads about rampant tunneling and camping than they used to be about DH before 6.1, guess people learned if you complain a lot eventually the developers cave in to demands.
-
Bugs get weirder and weirder...
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3119359#Comment_3119359
ok that this point I wish they mix the US and Europe servers maybe fix the queue times for both roles.
Impossible, if you are in America and connect to Europe or Asia servers you are going to have around 250-350 ms minimum, probably even more.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3119284#Comment_3119284
Also playing in europe and thats not how my survivor queues were for the last months. With the exception of the event. Survivor always had a queue of several minutes during prime time. There were even threads about it on this forum.
Well then we must play in totally different servers even if we are in the same region because I havent had queues as Survivor in Europe for several months while as Killer during morning and evening had, sometimes they were short, a few seconds only and sometimes they were around 2 minutes or so.
-
8 escapes as Survivor loooooooooooooooooooooong ago and as Killer not sure but I think around 20 or so 4K/3K+hatch as Myers, as a piece of trivia I dont play Spirit and only played her during her tome (no SBMM yet so you were paired using your rank), Im yet to not get 4K/3K+hatch with her (didnt play her for 20 games thats for sure).
-
@Roadrunner said:
Why does it take ages to find a game as killer?
Too many people playing Killer or too little people playing Survivor, simple as.
@Tsulan said:
Queue is between 1 and 2 minutes. Way faster than what survivor was before the update.
Since several months before the patch Survivors in Europe didnt have queues until 21:30 where they had around 20 seconds and increased with time, at 23:00 queues soared to several minutes.
I dont know your region but in Europe there has been lack of Survivors for almost half a year at morning and evening times, now there is a lack of Survivors even at night which is actually rare since I cant remember a time where Killers had queues at night.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3118509#Comment_3118509
It's pretty easy to verify:
https://www.unrealengine.com/en-US/license
and
https://www.unrealengine.com/en-US/faq
These were the UE4 licence terms (for a while, I don't remember when it was updated last) as well as the UE5 ones.
A permanent license means to waive the fees, so the financial benefit is quite substantial.
As far as I read it (didnt read the the whole thing, only the parts about licensing), while it doesnt especifically say you get UE5 when you have UE4 (it just says the licensing models didnt change so you still have the same 3 options, Standard, Premium and Custom) I suppose they just need to renegotiate the deal as I suppose they are using a custom one (cant imagine a somewhat decent sized company with many projects using a free standard one), you may be right and maybe it doesnt cost much since both parties could accept same terms for a UE5 license.
-
@NightmareKT said:
You really wanna talk logic with a game like dbd? Logic as in how one pallet can stun a beef cake like Nemesis or Oni? I think the hatch is the least of your worries in the logic category. But it's to make sure survivors don't get a free escape always knowing it'll spawn on the ground floor. Meaning they actually have to put effort into finding it
Its not logic its game mechanics, no map has the Hatch spawming on elevated floors except RPD, for example it doesnt spawn in Midwich and The Game second floors, it doesnt spawn in Badham, Haddofield, Blood Lodge, Mothers Dwelling houses second floors etc.
There was a non written rule the Hatch didnt spawn in floors that had pasable space/rooms underneath, RPD is the only map doesnt follow it, I was weirded the first time I saw it spawming on the unicorn statue balcony, sure there wasnt a rule same as there isnt a rule about having a 4 hook post outside of the basement so technically they could put one in a new map but it would be weird.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3117518#Comment_3117518
The license price doesn't change with the upgrade.
When you upgrade the engine, there is a conversion. Worst case scenario, some code needs to be adapted but it's never very different. It's not like if UE5 was an entirely new engine.
https://forum.deadbydaylight.com/en/discussion/comment/3117550#Comment_3117550
Changing engine, no. Upgrading the version, yes. They've done it in the past.
https://forum.deadbydaylight.com/en/discussion/comment/3117600#Comment_3117600
But was it because of an engine change, or just because they tend to mess-up a map or two after each new release?
https://forum.deadbydaylight.com/en/discussion/comment/3117779#Comment_3117779
It is, they've done it in the past.
https://forum.deadbydaylight.com/en/discussion/comment/3117829#Comment_3117829
It would be surprising. The engine doesn't suddenly becomes slower with upgrades. UE5 is a power-house. It can do way bigger scenes than its predecessors. It implies it potentially can do the same scenes faster.
Not sure about the license thing, Tripwire used UE3 for their games because they won a permanent license in 2004, if there was no price tag they would have upgraded to UE4 when it launched yet they stuck to their free UE3 license until 2020.
-
@Lecruidant said:
https://forum.deadbydaylight.com/en/discussion/comment/3116323#Comment_3116323
I like how this is always a question asked like people are somehow stupid. I do know this. Yes. I also know, unlike you have seemed to realize, FUNDING is pushed to other departments and developers for THEIR games inside of said company. Funding that could go to a better coding team and testers so that all these broken things don't contnue to happen. Or that some of the spaghetti is straightened out after 6 years.
Tech workers are not simple tools you can change between teams to bolster production, first they have to assess the code, identify how it works, what does what, learn how the team works etc, it can take months for a person who just joined a development team to start being useful for said team, especially coders.
Thinking "this team of 20 would work much better if I just dump another 20 people in there" is a very common mistake in tech industry, usually made by people with bussiness degrees who dont know a single thing about computers, if you dump a huge number of people who dont know a single thing about a project production will plummet because veterans have to teach newcomers everything instead of working, at best you can put a few (always depending on the size of the team) so maybe 1 or 2 people can show them how things work.
-
@KerJuice said:
They earned that right. Fog whisperers don’t ragequit and they get targeted like everyone else. BHVR can’t tell if the rest of us are just as noble as the fog whisperers. There’s just a few of them and they’re on record as being good sports. What can you do? 🤷
Not true, was in a game with a fog whisperer around 2 months ago, he had a MoM+Breakout+Sabo build to make hooks much harder, we got a Starstruck Nurse, the very moment she downed me, lifted and saw the Exposed status he quit the game, even said on stream "nah my build doesnt work against that, not playing that" he still ate the 5 minute penalty tho.
-
@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/2898143#Comment_2898143
Epic Games moved all of their games to UE5 and their games still run insanely smooth on last-gen consoles, even their more graphically intense games run smoother than DbD currently does. The main thing is that DbD isnt insanely optimized, so switching engines might cause some issues.
But Epic coded UE4 and UE5, they have a lot more insight with both than any other developers, DBD is already super unstable and poorly optimized I doubt the switch to UE5 would be for the better, plus I suppose if you switch from UE4 to UE5 you have to pay a new license so I dont think many developers will be willing to switch their already coded games to a new engine (new games will probably release on it but wathever is done will remain on the same engine).
-
@Seanzu said:
https://clips.twitch.tv/BreakableVictoriousBaguetteCmonBruh-oaywnQ_V62kNycKy
And for those doubting the validity of Tru3s claim....
I believe this is going to become much worse before it starts to get fixed... not gonna put what I think its going to happen to not give hacker ideas (or get myself banned) but if what I think is going to happen does happen they better act quick.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3117045#Comment_3117045
It's a toggleable whitelist the devs have I believe
I think they disabled DC penalties for tru3 at one point as well because cheaters kept giving him 72 hour ones. At the very least devs can manually remove someone's DC penalty so this whitelist thing shouldn't really come as a surprise
Although, once again it goes to show BHVR doing the most bandaid possible fix to a problem
"Cheaters targetting content creators and streamers of our game? Let's just let the ones we care the most about DC". While I don't think it's their intention to leave non FW content creators to eat dirt, it doesn't seem like much else will happen for a while since anti-cheating measures are usually pushed with regular updates which takes time
When that happened they first got rid of Tru3 penalty then hackers did it again so BHVR just got rid of DC penalties for everyone.
About what you say in your second paragraph I believe BHVR usually takes action without thinking all posible outcomes (or at least the worst possible outcomes), giving Whisperers the privilege of not having penalties because they are being targeted while others having worse issues are left behind may create a huge PR blunder, especially since some very big time streamers are left out and they have a very big fanbase... which is exactly what is happening.
-
This is not fair.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3116390#Comment_3116390
why do killers constantly need to be incentivized to leave the hook and play a decent game?
BBQ incentivized leaving the hook
POP incentivized leaving the hook
Thana incentivized injuring more people
etc etc, it's so funny to me that killers needs little treats and rewards to play a normal, fun match, and when they aren't getting those they just think standing still in front of the first person they find and tunneling them relentlessly is all they have left, I'm so bored of "I'm not incentivized to do this" as an excuse.
An excuse which has been proven to be a lie over and over and over, wathever BHVR introduces to make leaving the hook more appealing has been answered with more camping.
Self policing doesnt work, not in real life and not in games.
-
@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3114752#Comment_3114752
Sure, but what has that to do with the thana nerf?
Its a way to increase objective timers while making it harder for Killers or Survivors to tinker with the % buffs/debuffs.
Problem with a lot of perks on both sides is they affect time on a % basis, if you increase them the % works in a way where it increases the timer even more than it used to be, a 15% of 100 is 15, a 15% of 1000 is 150 which is a lot more.
The problem the game has now is they increased gen timers by 10 seconds but didnt account for most perks which add a fixed % to that timer, for example Dying Light with 5 tokens adds a 15% speed penalty, before it was 12 seconds for a total of 92 seconds per gen and now its 13,5 for a total of 103,5 seconds, now slap Thanatophobia 22% adds 19,8 seconds, 103,5+19,8=123, per gen, which is more than 2 minutes pressing M1.
If you divide the objective in 2 parts, lets say refuel and fixing the generator, lets make fixing 60 seconds and refueling 30 seconds but here is the kicker, refueling is fixed time so perks, items, powers, wathever wont affect it, NOTHING can affect refueling, its always 30 seconds, this way a gen would take 90 seconds like now but every speed penalty or buff would work on the 60 second fixing time which would translate in smaller numbers and overall less slowdown. If you fix the timer on part of an objective its much harder for players to make stuff take too long or too little.
With a 30+60 gen timer % based perks will still add timer but it wont as opressive as they are now, Thanatophobia would add 13 seconds over the 60 seconds fixing time to a total of 73, a 0% gen with 4 stacks of Thanatophobia and 5 Dying Light would take 30+60+13+9=112 which is still a big number but not as harsh as 123.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3114049#Comment_3114049
I've only seen the bug occur on fast vaults whenever I play Oni the drops are the same amount on everything else or I haven't noticed any extra drops I should say.
The bug is having Wooden Oni Mask and Splintered Hull as base, since vaults is what you will see more often as Killer it looks like it only affects vaults but it also affects dropping pallets and other stuff.
Look at this video, you can see at 1:15 how Steve drops a pallet and 4 orbs appear instead of the 2 he is supposed to drop.
https://youtu.be/sffA27NFbv0?t=75 -
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3113947#Comment_3113947
Yea but is it any worse than players who don't want to heal and leave a ocean of orbs everywhere...I had one game as Oni where no one healed and I had a near Perma rage because no one healed
You cant compare both, not healing against Oni when you have a chance is poor decission making by the Survivors, they got penalized for their mistakes and the Killer got rewarded, they had a chance to avoid such scenario.
What do you expect people to do? not vaulting a single window? Not dropping a single pallet? Just getting hit and then press W until Oni catches up and downs them? Right now the only way for an Oni to not get his power seconds after the first hit is if the Survivor just refuses to move after getting hit.
By the way the bug is not only when Survivors vault, is whenever they perform actions like dropping a pallet, entering a locker, vaulting etc.
-
@Grum said:
I'm not really playing less, but I am having significantly less fun than before. It feels like killers took the patch as an opportunity to play as nasty as humanly possible; just deliberately trying to make sure people don't have fun. The vast majority of my games I would hardly even describe as playable.
Recent buffs and nerfs have given Killer an edge against Solo and we have a saying here "There isnt worst master than someone who was a slave before" which means people who feel mistreated have a huge chance of becoming the worst bullies once they find themselves in a position of power.
Im willing to bet the "Killer feels miserable" crowd is out there having a field day being the nastiest and pettiest they can and enjoying the wild ride while it lasts.
-
@VikingDragonXii said:
Onis bug isn't as bad as you think it only happens when a injured survivor fast vaults over a pallet or window, and no it doesn't stack with wooden mask.
Yeah, it only happens in almost every chase several times.
-
Same here, I dont play Survivor anymore and since Killer queues are a drag I play maybe 2 or 3 games at midnight when I dont have to wait around 5 to 8 minutes to start a game, Im not having that much fun either for I 4K or 3K+hatch almost all my games without much effort or input on my side.
-
@PapiFelixPSN said:
Absolutely not. For at least a year we need to see that, because hackers are usually going to be P100. It lets us dodge hacker lobbies and I'm grateful for that.
Until the cheaters notice if they have prestige 100 (or any abnormal number) they get dodged then theyll set it to a lower number, the system should only show the prestige levels after the game ends to avoid pointless elitism.
-
@TheWheelOfCheese said:
They already announced plans to address the "bleeding out the last survivor" problem by auto-mori-ing them, so that specific situation isn't really worth considering here.
It is because the change may take years to come while the situation still persists plus while its true they announced the instamori feature they didnt disclose enough for people to not be concerned, it may even get canned alltogether like a lot of stuff they announce or give details.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3109814#Comment_3109814
The game should be able to pick up that condition and not let anyone suicide then. Unless it has been used already.
Same with that boon or no mither
You sure? The game cant even pick up Floods+Pain Resonance combo...
-
@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3109869#Comment_3109869
When are we gonna stop using the term "its just pixels" or anything on the lines of that when someone shows any sort of vehemence over a game.
Its just a way of saying "its a game", I would be saying the same if someone had anxiety/anger issues/depression/wathevernegativeemotion over playing chess, poker, mahjong, carcasonne, football or any other game/sport, games are supposed to be fun and are there to help people enjoy leisure time and let them relax, if your game of choice is actually making you angry, miserable, or wathever negative emotion you may feel is time to look for another way of enjoying your free time because games are supposed to help you not feel that way.
You can argue being supermad at a game (of any kind) is not something bad but at the end of the day if you are having a bad time at work and a bad time at your leisure hours you really need to make changes and search for something else, switching hobbies is much easier and less riskier than switching jobs.
Imagine going to a psychiatrist and ending every session feeling like utter garbage for a week, everyone would tell you "switch to another one because the one you are seeing is not doing you any good" and nobody would bat an eye for such statement. I stopped playing Dota2 when the comunity went to utter garbage and got filled with "MID OR FEED", raging kids and people more interested on yelling than playing, it wasnt the end of the world, there were plenty videogames out there where I wasnt getting angry, Do I miss it? Yes and no, I miss Dota2 before it got swarmed by inmature people but I know I cant go back to that unless I have a time machine or Valve purges the comunity.
I also quit Solo Survivor after 6.1 because its utter garbage with the new changes, I wasnt getting tilted or anything but I wasnt having any fun either, and not having fun is the first step into the "this game gives me tachicardia" road.
-
@GiveMeTheBox said:
They took Mettle of Man, and now you want this?
Are you really surprised that in less than one month the Killer mains are already sharpening their pitchforks and preparing their torches again? Im surprised there werent complains about Prove Thyself the very day 6.1 went live...
P.D. There is a point where people just have to admit they are bad at the game and live with it.
-
@ThiccBudhha said:
Occam's Razor reveals all. They never wanted to fix the grind, per se. They wanted to create queue incentives. That is why. It increases the value of queue incentives...
I agree, wouldnt be surprised if they are also thinking about selling BPs for Auric Cells in the future too.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3109884#Comment_3109884
Then grow up or stop playing pvp games. How is this even an argument? You're complaining about how poor survivors need to sit there and wait a whole 4 minutes (at absolute worst case, btw) but those greedy killers can suffer through humiliation to shorten their wait, those selfish palookas!
take a step back and think for five seconds how entitled your argument sounds. Again, i honestly prefer just getting up and stretching or something instead of giving them the satisfaction. Play a game on your phone if you really can't wait that badly.
Grow up because people have jobs, families or have to study? Having 1 hour playtime because real life obligations is needing to grow up? Really?
Are you telling me going to the Exit Gates to hit 3/4 people tbagging is such an humilliation? On an online game where you play against people you dont even know or will ever met? Are you really suggesting getting a mental breakdown for that is something grow ups do?
Im complaining Survivors cant speed up the bleeding when they are the last one and the Killer refuses to hook, Killers can speed up the whole tbaging at the Gates, they are not comparable and thats why they are making the last person get instamoried so people cant abuse the 4 minute slug.
-
@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3109768#Comment_3109768
... it was 2 extra percentage before it became meta, I don't think thana is the problem
Thana got 2 buffs, the perk itself by 2% (which isnt that much, really, its something minor) and an inderect one with gen timers, thats the problem, as someone already posted, 2 injures already increase gen timers more than 4 injures before the patch.
Thana may not be a problem itself but paired with other changes it has become one.
-
That has to be an oversight... an obvious one, I cant understand how something like that could get pass internal testing.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3109861#Comment_3109861
You can literally do anything else for those 4 minutes, the outcome is going to be exactly the same when you get back. just like how a killer can afk and wait for the EGC to force the survivors to leave. tbh the hitting them at the gates is actually worse, because if they're forcing the situation they're already sore winners in the first place. Bleed outs from slugging are often because the killer just straight up can't refind them to hook them again, just like how waiting at the exit is often because they're trying to buy time for any other teammates they dont know made it out yet. Both have strategic and BM applications, and both are only willing to acknowledge the BM from whichever side they dont like while downplaying their own.
seriously. Just get up and grab a beer or something.
What if the thing I want to do is join another trial?, has it crossed your mind some people dont have the entire day to play and may have 1 hour of playtime? Survivors cant get into another game during those 4 minutes and they cant speed up how fast they bleed or DC because theyll get a penalty, a Killer on the other hand can go to a gate, hit the guys and end the whole thing when he wants, instead of wasting 2 minutes for EGC he can be finished in 30 seconds or less.
Im not downplaying people waiting at the gates, thats something you are making up, I didnt write a single word defending Survivors tbaging at the gates, Im just saying the Killer can speed up the whole thing by forcing them out while a Survivor cant do anything about it.
-
@Wewantjason said:
I have to admit even as a killer main, I am watching survivors not do gens and also not take chase and also letting people die on hook while im across the map.
Every game is either seal team six, or one good player paired with 3 potatoes
I'm considering just killing the potatoes and giving the good person hatch from now on.
I've been so tilted at the game lately and venting my anger in an unhealthy way towards my fellow players, and feel kind of guilty to be honest.
Lets all try to be positive influences in our community again people until this dust settles.
Have you ever considered quitting the game? Getting tilted over pixels is not healthy.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3109717#Comment_3109717
not any worse than standing at the exit gate as a group refusing to leave and flashlight macroing. Both sides have BM that the devs refuse to acknowledge, all we can do is do our part to not contribute.
You can go to the Exit Gate and push them out if you really feel they are wasting your time on purpose, you cant do anything while being slugged for 4 minutes.
You cant compare both, one can be minimized by the ofended party, the other cant.
-
@Marc_123 said:
Playing killer right now and have pretty fast Q times. Europe.
Thats "normal" now, nighttime always has less Killers so queues shrink but before the patch around 21:30 in Europe there werent queues anymore, you could get a match instantly but now Killer still has to wait even during night.
-
@Cramps said:
I don't understand why they didn't just limit the duration of Merciless Storm to 10 seconds maximum. If they did this they wouldn't need to revert Pain Res & DMS and Merciless Storm wouldn't be affected by Pain Res, solving both issues. I cannot understand the thought process behind some of the changes these devs make. I was pretty hopeful after the last patch and fairly optimistic that the devs were finally starting to pay attention to the game and listen to players, but this just seems like a really weird step backwards.
Thanatophobia is oppressive on Legion and Plague, so they've made it only viable on Legion and Plague...I just don't understand the logic behind these decisions at all.
They could leave Pain Resonance+Merciless the way they are and it wouldnt really matter, first of all you need the two perks, then you need to down someone, be close to a scourge hook and then a Survivor had to be working in a generator with Merciless Storm activated.
The situation is SO niche they could leave it as is and it would be one of those "Did you now this [Obscure thing] about [Feature]?" trivia things, lets be honest how many times does that happen? and if it does the Survivor can either do the whole thing or just call it quits and let the gen blow to get it blocked for 20 seconds which is even less than DMS.
I believe there is a hidden motive for this change, they noticed gen regression became a huge problem and instead of addressing it they came back to a nerfed DMS where it blocks the gens but it doesnt regress them in a way to entice Killers to drop Overcharge+Brine+Eruption+PR, call me paranoid but I dont understand why they couldnt either fix the interaction or leave it the way it is.
-
Calm Spirit is so niche and weak they could have given the silent opening and cleansing without drawback and the perk would still be underused.
-
@Marigoria said:
At this point it's just plain obvious the disconnect between the developers and this community.
And with the game itself.
MoM wasnt a very strong perk, even when people managed to activate the Endurance it wasnt a game winning play where a team performing poorly suddenly wrestled the match thanks to it, they really felt MoM needed a nerf and stuff like Alchemist ring didnt?
-
@Pulsar said:
BT basekit has not done a single thing for me. It is essentially useless, most people can bodyblock and count to 6
I would literally rather have PR, DMS and old Ruin back if it meant not having to deal with the actual nightmare that is Eruption
You know whats the fun part about basekit BT? The speed increase is detrimental against tunneling because while anyone can count to 5 sometimes you may make a mistake and count to 4,8 so you get hit while its still active but now you only need to pay attention to when someone starts running at regular speed because that means both base or perk BT are gone.
They got rid of the Killers need to count to 5.
-
Actually a lot of streamers have to play Survivor now because Killer queues are so long they cant afford to wait 5-7 minutes for the queue, 1 minute for ready ups, 30 seconds of offering burning screen and then 1 minute loading to play a match where 50% of times someone will DC or suicide on first hook.
Viewers looking at 7-9 minutes of nothing only to watch a pointless mach half of the time is not viable for anyone except already established big name streamers.
That being said, I know some are not having much fun having to play Solo because they cant afford to lose viewers, I remember some days ago this one person looking exhasperated while playing Solo but there was no choice, it was that or 9 minutes queues.
-
@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3099529#Comment_3099529
Yo get pretty much value out of this perk, BUT the perk isnt supposed to kill all pallets for you, as you think it would do. Youre just expecting something thats not realistic. You force the survivor to not use pallets, which is easier for the killer. Or you force them to waste pallets and make it even easier for you. Nontheless you get pretty good value out of the perk.
Yeah, there is several misconceptions about certain perks and abilities where people believe they should activate on a per game basis and if they dont then they are total garbage.
One big example is Jigsaw traps, nowadays there are not that common but there was a time where people would make threads about "Im not getting any value of RBT traps because nobody dies from them!!" and it didnt matter explaining to them nobody should die from a RBT except extremely fringe cases, the main value was a Survivor wasting certain amount of time getting it off instead of fixing gens, not dying to them.
This perk suffers from it too, you get a hit at a safe pallet now that person either vaults the pallet, breaking it which will almost universally leads to a down or he has to change tile which may lead to a down if the tile is in a deadzone or the close ones are exhausted already, the pallet not breaking doesnt mean you are not getting value out of the perk.
-
You could... like you know... go play Survivor yourself since they have instant queues, just a suggestion.