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Infckingcredible

Infckingcredible

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Infckingcredible
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  • @ABannedCat said:

    Dedicated servers have been around for over 6 months now on the PC version, and in my opinion there has not been any improvements for them since then. Neither for survivors nor killer.

    For survivors hits at vaults and pallets are still miserable. The killer often hits you when you are basically already 2 metres away. This is particularly noticeable for Huntress, who now often hits you far around corners. Not having a ping indicator for the other players, and therefor not knowing the killer's ping doesn't help much here. Which makes playing against killers with high latency just a nightmare. That isn't the killer's fault obviously, but its still an extremely frustrating experience for the affected survivors. All thanks to dedicated servers.

    As killer you get a delay on everything. Your power, kicks of pallets/generators, grabs. This can be particularly painful for timing dependent killers like Nurse (her charge and release are delayed, ######### up your muscle memory), or Doctor (his shock is delayed, making it even more inconsistent), or killers with powerbars (you always need to hold it down a tiny bit longer to fully fill it). Grabs especially become basically near enough impossible, thanks to the added interaction latency between killer and survivors.

    Yes, on P2P there was the rare instance of a lag switching killer, but on dedicated servers nothing is stopping them from still lag switching (because its still possible, due to latency compensation). So the entire purpose of making it fairer for both sides is defeated. According to Steam I play around 40 hours per 2 weeks, and I have never had a single instance where I was like "Ah yes, glad we had dedicated servers here!". Neither on killer or nor survivor, I saw an improvement in gameplay regarding fun or fairness of the game. And scouting the forum, or various Streamers, I really can't recall a time where anyone was truly praising the servers either. Actually its almosz always the opposite.

    So, is anyone feeling like Dbd would be better off abandoning the servers, and going back to the old and tested P2P hosting system?

    Without dedicated servers you would still sit in a queue. And dodge lobby after lobby due to bad ping (way worse than dedicated servers)

    I'd rather live with windowhits but have decent queues.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/979880#Comment_979880

    That is oblivious. Undetectable is way more then just no terror radius. But anway the important part is aways the stain and not the radius since radius/ or not/ does not give you any advantage in a chase unless you plan to use BT on someone

    Oblivious = survivor status

    Undetecable = killer status

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/979831#Comment_979831

    So I guess by your logic devs are okay with mories / and for you keys I guess ?/ too ? They may actually be I won't be surprised but it is our job to change their mind. Same way with BT it last forever but eventually it bacame a problem after everyone and their mothers started using it. Same thing with moonwalking - more and more players are starting using it and something that is super big - devs added undetectable effect to multiple multiple perks. That effect hides the stain as you know. This just leads me to believe that they find the hiding the stain as a legit powerful strat when usng a damn perk. I don't see any single reason why you sohuld get that for free. It just does not make any sense. That is why literally nobody cares about Prey - because you can get it for free. That fact that freaking perk exists just proves the moonwalking stain hiding is not intentional and you are not supposed to do it this way

    Undetectable = no terror radius. When moonwalking as a killer you do have one.


    Also, beast of pray only hides stain when you BLOODLUST someone. It's too bad to play, really.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/979736#Comment_979736

    That is not true unless they broke the range limit again but then that is a bug not intentional. The limit was made for that reason so you cannot fast vault just anywhere but only in the places the devs intended to

    It is hard to follow your logic why survivors would need a perk for the fast vault. I mean the sole fact they reworked the fast vault with adding a range and they said you should be able to do fast vault just here and here and here but not there and there is enough confirmation that fast vaulting is a game mechanic made by the devs. Now tell me and show me when they said hiding red stain by moonwalking is part of the game that they made and it is intentional ?

    Holy... I reada lot of bs but this is next level my dude...

    But i agree if that you're not be able to hide your stain anymore, only with a perk if survivors can't move the camera 360° anymore without a perk since it's nowhere written down that they should be able to watch behind them and whats going on there.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/979736#Comment_979736

    That is not true unless they broke the range limit again but then that is a bug not intentional. The limit was made for that reason so you cannot fast vault just anywhere but only in the places the devs intended to

    It is hard to follow your logic why survivors would need a perk for the fast vault. I mean the sole fact they reworked the fast vault with adding a range and they said you should be able to do fast vault just here and here and here but not there and there is enough confirmation that fast vaulting is a game mechanic made by the devs. Now tell me and show me when they said hiding red stain by moonwalking is part of the game that they made and it is intentional ?

    Holy... i read a lot of crap but this is next level my dude. But I agree if survivors are not allowed to move the camera anymore. Only if they use a perk. Since they are not allowed to look behind them to watch where the killer is going, it's not written down anywhere that they should be able to look whats going on behind them.

  • @Sonzaishinai said:

    When i read the title i was afraid the red stain was going to be in the direction your moving instead of where your looking

    Don't scare me like that

    Lol if they'd do that no killer above green ranks would not get a single survivor down anymore

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/977247#Comment_977247

    Touche

    https://forum.deadbydaylight.com/en/discussion/comment/977145#Comment_977145

    Not saying all players are bad if they use ruin every game. Just from what a majority of people sound like on the forums, they rely on it to "win". That doesn't sound amazing to me. Don't take it the wrong way though. As I said, ruin =/= bad killer automatically.

    It's not all about relying on it. It's about slowing the game down just a little bit to make a really stressful role less stressful. If the game is too fast, you can't really play "fair" and need to tunnel/camp/slug every game if you don't want to get stomped every time just to get flamed by 4 people after the game

  • If you mean tunneling and camping to apply pressure.. Yeah it will happen :)

  • Don't forget BT, Selfcare, Lithe (exhaustion perks in general)

  • @Elegant said:

    No. If you watch people who are actually really good at the game play killer they get 3 or 4k games consistently. It's rare for a killer of that skill to get less than two kills unless they misplay/are going against really great survivors which doesn't happen too often. Sure, some killers are better than others. But you can do well with just about any killer at any rank if you learn the game enough

    Disagreed.

    Percentage of people who get 3k/4k consistent with every killer and without ruin and stuff are probably the same amount as survivors getting average 20 escapes in a row.

    Ofc you can kinda guarentee a kill if you facecamp with bubba and stuff but thats another story.

  • @Zombra808 said:

    This may be lengthy, so if you don't want to read the whole thing, skip to the TLDR;. I do recommend you read the entire thing though to hear what I have to say.

    I am a Survivor/Killer player, but I mostly play Survivor. I also pay the most attention to stats, rather than feeling/thoughts. Of course, everyone's opinions matter, and of course, the devs should listen to them, but considering the kill rates of all killers, I don't see how Killers are underpowered one bit. I understand that the newest available stats are a couple of months outdated now, but according to the stats, only one killer is below a 50% kill rate, being Nurse.

    From my standpoint, I believe that the game should be balanced around the 50% kill rate, 2 kills, 2 escapes. I know others may think that a 75% kill rate, or 66% kill rate is more accurate, which I can see, but a 50/50 split sounds more accurate to balanced than 66/33 or 75/25. I do understand the struggles many Killer players face when going into a game, i.e., gen rush, SWF, or natural disadvantage, but not one killer besides Nurse gets below a 50% kill rate.

    You also can't argue that any killers get worse the higher you go because each killer gets an increase to their kill rate, the higher you go within the ranks. Even the Killers that are deemed the worst by the community, ie. Legion, Pig, Leather Face get above a 65% kill rate in red ranks. In all ranks, they get above a 60% kill rate.

    The worst Killers in the game according to stats across all ranks would be Nurse, Demogorgon, and Clown, Nurse being an exception because of her extremely high learning curve, although Nurse being underpowered is a topic for another post. Red ranks are the same, although Nurse surpasses both Demogorgon and Clown in kill rates.

    To me, it seems like the game should be balanced around a 50% kill rate, giving about a 10% wiggle room for each end, meaning a 40%-60% kill rate being balanced. Although Killer players do voice their opinion of the game being Survivor sided, it seems from stats, that each killer is either overperforming or balanced from a 50% kill rate standard. Even if you look at it from a 66% kill rate, using the same 10% wiggle room, only one killer would be considered underpowered, being Nurse. The only killer at that point that would be regarded as overpowered would be Freddy.

    Whether you believe that the game should be balanced around a 50% kill rate, 66% kill rate, or even a 75% kill rate, the stats don't lie. I do agree that we, the community, should address the issues each side face and the irritations we all face. We should make the game more fun for each role, but we must avoid being too biased to one side, and consider balance as well.

    For example, gen speed. Some believe that gen speed is too fast, and it should be slowed, but that must also mean that if gen speed is nerfed, survivors would need another buff to compensate. We want to make sure that Killers get the chance to kill survivors, without making the survivor board to death by holding M1, for even longer.

    Another example would be boring or annoying killers, i.e., Spirit, Freddy, Legion. We should make the killers less annoying to face to promote fun for survivors, without making the Killers useless and destroying the community that loves playing them.

    TLDR; The stats show that no killer is considered underpowered, depending on what your view of balanced. Opinions matter, but isn't the whole answer. The community must work together to come up with alternatives to things each side find annoying, without making one side too powerful. This is only from my own perspective, and everyone has their own. Please tell me your thoughts on things that annoy you, and try to find out how to balance it, without taking a bias to one given side.

    Stats in this game are worthless due to RNG of matchmaking, which killer, maps, perks/too situational. Also offerings like moris, keys, playstyle like camping and so on. The percentage of people getting 4k every game without ruin is probably the same amount as survivors escaping at least 20 times in a row.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/976257#Comment_976257

    Naturally. But if that's the case, those who can't play at a high level will derank to a place where they're more comfortable. That is the point of a ranking system, after all.

    Rank 2 instead of 1? It's still too easy to rank.

  • @kisfenkin said:

    @Infckingcredible Still, it was too much grind. I stopped working on Tome 1 after Level 3, because I figured out how much grind it would take me to finish it off from where I would have ended if I finished Level 4, around tier 55. It was 210 more games. That is not hours, that is matches of the game. That means it would take me roughly 53 hours of grinding games AFTER completing Levels 1-4 of Tome 1. Add to that the games were becoming unplayable because everyone was working on the Rift instead of playing the game like normal.

    That isn't worth my time.

    I hope the next Tome has challenges that bring us a more reasonable amount of progress in the Rift, and that those challenges aren't bottle-necking players into playing badly.

    So it's about 53 hours over what? 3 month? It's basically 1-2 games per day or less if you just do 1 survivor and 1 killer game each per day since you get an xp bonus for the first game.

  • I think the grind is fine. You get pretty far by doing all the challenges

  • @Almo said:

    We expected outrage when doing a fundamental change to a perk used in such a large percentage of games. However, after playing with the new version, we're much happier with how it functions in the game as part of the whole system.

    What do you mean? You're happy it is a dead perk now and you can easily rush gens and escape? Okay then...

  • Revert the change until a solution is found?

    Maybe increase the time for gens in general regarding the killer:average survivor rank ratio (rank 1 survivor rank 20 killer loooooooong time to repair, rank 20 survivor and rank 1 killer short time to repair)

  • @Almo said:

    Hi!

    Just wanted to address one common concern I've seen from the community. "They nerfed Ruin so it wouldn't be hard for new Survivors."

    That's not quite what the intention was. This is subtle, but bear with me.

    New Ruin is in fact really brutal for new Survivors... because it is insidious. They have no idea what's happening, and they struggle to get gens done at all. That little zap effect when you take your hands off a gen? Barely noticable to a new player who's panicing because of the L3 Terror Radius they are hearing. It's not even noticable that the gen is regressing twice as fast as if the Killer had damaged it.

    What we wanted to do was not "make it easy for new players" but "make it less frustrating for new players". In playtests with newer Survivor players, it was 4k with 4 or 5 gens up almost every time. But they didn't hate their time in the game as much because those red skill checks weren't in their faces.

    I'm looking forward to playing on the PTB with some of you tomorrow; see you in the Fog!

    "It's not even noticable that the gen is regressing twice as fast as if the Killer had damaged it."

    Sounds great. It will help for sure in higher ranks if it goes down as slow as nothing. IF the totem doesn't get cleansed... WOW. Pretty good job so far

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/970308#Comment_970308

    removing treatment mode grabs is a nerf to the killer simple as that, stop saying he hasnt been nerfed when he has.

    Pssst they don't know about it

  • @Peanits said:

    I'd hesitate to call the Doctor and Lery's updates nerfs, especially given you haven't had a chance to play them first. I would say give it a try once the PTB is live. That's the point of a PTB, after all.

    Excuse me. It will just be a nerf for killers and even more fun for survivors.

  • @Sylorknag said:

    Whatever floats your boat. Just wash off the frustration for a while. You can still play SURVIVOR, is fun with friends =)

    The queues on the other side...

  • Yeah it is boring. I think BHVR should implement a second objective to look for before doing any gen. Oh, wait.

  • I feel like every skillcheck should have the size of a great skillcheck or at least the size of a DS skillcheck. Maybe even offer two separate checks (one small, one normal) so the survivor can decide if he wants to risk the great skillcheck

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/969517#Comment_969517

    Bbq is run more then ruin so we need bbq nerfed clearly.

    They nerfed it already ;) But as long as it still rewards the double bloodpoints it would be totally fine

  • @goat10em said:

    It's just compounding I think. Obviously survivors buy more cosmetics so get catered to. It's just starting to get old really.

    Well... I don't really see a point in buying a skin for a first person killer i won't even see the whole game (if not using a mori). So, yeah...

  • Flashlights are no fun for killer. Pls nerf

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/973585#Comment_973585

    I agree with you, if anything, being able to see ranks makes players more likely to be reasonable and forgiving towards one another. For example, as a survivor, if one of your teammates turns out to be a rank 20, you might be a bit more forgiving of the fact that they sucked. Or as killer, you might feel less bad about a disgraceful defeat at green ranks if it turns out that the survivors were all in red ranks.

    I think everyone will be more forgiving when not seeing ranks assuming that if someone plays bad you will think he is low rank. It takes out the flaming part if someone plays bad and is in red ranks.

    But at this point just remove ranks alltogether and make it a hidden mmr and/or rename ranked game to quickplay.

  • @Ramxenoc445 said:

    They said a while back that they weren't giving us one. They're focusing on improving the game and other things instead of events to better focus their time and resources. The Christmas event wasn't even really an event. Just cheaper items that'd normally cost you 5-7k bp. Can't miss that personally.

    If it's not an event, why wouldn't they give us the christmas thing then? ;)

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/934330#Comment_934330

    A competitive game would mean to have the same starting conditions for all players. Thats not the case, gaming is not competitive just by playing against someone else.

    It's ranked tho. Either you win or you lose a pip. So it kinda is competitive.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/932901#Comment_932901

    im torn, I agree that a snowy lobby or bonus BP blooderb items SHOULD be simple... But considering they’ll be out of the office and short staffed for so long I would rather not risk a bigger mess just for a minor event

    I mean... If it would break the game even more there is no difference to not having an event because people rather play something else over the same grind in dbd ;)

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/933584#Comment_933584

    It is and was.

    BHVR said they were changing how they are doing events, they did. Just because it isn't what you want to consider an event doesn't mean it wasn't.

    I understand their statement more like "we won't do new types of events with new objectives" like the halloween event with pustulas...

    Readding old events really isn't too much to ask for

  • Yeah games as survivor are so much easier... It's way to chill and relaxed compared to killer.

  • @[Deleted User] said:

    Why did you think every holiday needs an event?

    Not every holidays but come on... X-mas is like THE time for an event...

  • @Hex_KillerMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/932421#Comment_932421

    Unfortunately, it seems people just have a narrow idea about it. They want something "fresh and new." Let the devs take a break already. I'm pretty sure the next event will be Winter event mixed in with archives.

    Wrong. I'd be happy about the same event as last year. Give us the theme, bloodweb with gifts/crackers and hook/gen skins. If i look at the challenges right now, i'm not looking forward to future events linked to them.

  • @Gravewalker200 said:

    https://forum.deadbydaylight.com/en/discussion/comment/931533#Comment_931533

    What is the problem with needing a vacation after a year of working?

    And as for the cosmetics thing, blame the people that ask for more.

    There isn't. But where's the problem to prepare and start the event 10 days before vacation as last two years?

  • I miss the mystery boxes :(

  • @FJSJ_Lunar said:

    Not gonna lie, I was really sad to hear there was no event.

    Events in games, at least for me, kinda fill me with that holiday spirit, ya know?

    Like it's all snowy outside, christmas movies are on repeat, you're drinking cocoa, and there is a winter event in your favorite game. That's the good stuff.

    So no event really bummed me out. Feels like I got coal in my stocking :(

    Same... Was looking forward to level up my chars a bit cheaper with gifts but i guess i'll play something else next weeks...

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