JPLongstreet
JPLongstreet
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- JPLongstreet
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Comments
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Far too much of the surv playerbase are in some kind of SWF. Separating the queues would mean killers would be waiting for ages for a match, and the SWFs would never even get one at all.
No way the devs do this and badly hurt both roles like that. They've consistently resisted changes that hurt queue times over the years.
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@Osma517 said:
https://forum.deadbydaylight.com/en/discussion/comment/3045880#Comment_3045880
Wdym exactly. Because I feel like its so much more unbalanced now that we go in completely blind. As much as people just backing out of lobby’s isn’t right, I feel it’s not that big of a deal. Recently, I have been finding games and people really quickly so someone who’s higher ranks and not wanting to play with low ranked teammates is something understandable. I may be missing ur point all together tho
If a group of survs (SWF or not) has been dodged and is waiting long enough they throw in the next available killer no matter their MMR. Things like that
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Nope. Too open to abuse. Nurses and Blights would never get a match.
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The current matchmaking gets one shot at a fair-ish grouping. This is being wreaked by lobby dodging, causing often quite unfair backfillings. Doesn't matter if it's the killer sniffing a SWF or a surv seeing a cosmetic or name they don't trust, whatever the reasoning.
We are doing it to ourselves actually.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3042309#Comment_3042309
I've been playing since the Stranger Things chapter released. I'm too embarassed to reveal my hour count. There is no hope for me.
Your self-confidence is truly awe-inspiring!. Please tell me you're on Xbox. I need to see these skillz for myself...
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3041845#Comment_3041845
Because I have social anxiety and because I’m bad at the game and people would shun me when they see how bad I am.
Sounds like you are almost as bad as me at this game. Keep at it I have faith you'll get there some day.
#cantloopifmypixellifedependedonit
;)
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3041057#Comment_3041057
Ban lobby hop, there fixed.
So no one can leave the lobby? Survs or killers? Can't ban one side but not the other...
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3038610#Comment_3038610
but why? if you include all attacks, then the perk would still help them lmao
Im guessing, but maybe the requirement is only meant to help normal attack killers out some.
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The normal attack requirement might be a result of purposely aiming for perks which help killers that do not down survs with special attacks.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3038142#Comment_3038142
Sooner than that. Crashes at the loading screen because of all the killer resources and negative interactions on tile spawns.
Doubt even the newest consoles could run all of this, as well as the lower-end PC's. The Switches would prolly just melt...
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@Friendly_Blendette said:
I think overall it would be a great change to game health, making both cheats and bugs easier to identify and report and its especially useful in those cases where you aren't sure if its a cheat or just you not paying that much attention. For example I played a match with a Meg that had just been unhooked so would have 0 exhaustion and I swear I saw her sprinting as I came over but then she sprintbursted? Like Im not sure if it was some kinda cheat or I just saw her walk animation wonky. Also it makes bugs much easier to pinpoint what caused the effect. I really think that a match replay function would be nice.
Last time the devs we're asked about this the response was they would have had to code the game originally with this in mind. To add it now would require a complete recoding from the ground up, something I'd love but I do not believe they have plans for at all.
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@PaintedDeath said:
I'm not doomsaying how oppressive it will be in endgame, I just don't understand why they did what they did. It should remove scratches, shut off moans and whimpering, restrict aura reading and potentially give a substantial haste effect for a short duration, so you can GTFO of there when unhooked.
80 seconds of endurance? It doesn't even make sense, why would you get another health state? Off The Record. Covering tracks. Secrecy.
I dont get it. Its the only real issue I take with this update and it isn't even what everyone else is complaining about.
I think those who have a ton of time in as killer will always have a major problem with any perk giving a "free escape" or "lose-lose situation" during EGC. With the proposed changes coming to the BT-DS etc. method, it will likely be replaced with OTR plays.
I am of the belief no kills are guaranteed during EGC with teammates alive to help with smart and timely teamwork. But being on the other side of those escapes it is an almost hopeless feeling, and I understand the desire for more counterplay to it.
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Forum members who think they are in High MMR - 97%
Forum members who actually are in High MMR - 61.5%
- data based on nothing at all but gut
feeling
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@steamed_hamzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/3028293#Comment_3028293
I was merely pointing out that in a game where you play as a powerful/ monstrous/ supernatural killer, not being able to push a tiny survivor to the side and get through a doorway doesn’t exactly make you feel powerful
I can totally see Jane or Jeff easily blocking a Legion or my lil Piggy, but logical physics have never been a big concern in this game.
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@Hi_Im_Chucky said:
I had wished that whatever secondary change they make would be unique to the first time a survivor is hooked type. Even if only for nostalgia, I want my BBQ stacks <_<
How about instead of Bloodpoints the killer gets Shards per token instead, like four then eight then 16 then 32 maybe? That would encourage spreading the hooks out I think.
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@Bwsted said:
It's not a macro. If you hold m1 during a swing you come out swinging at the 1st frame available. That coupled with reappearence often being desynced despite a patch where they changed it, makes it look like that on survivor side.
https://forum.deadbydaylight.com/en/discussion/comment/3024712#Comment_3024712
That was allegedly fixed. And it's 100% an exploit, no point in arguing that. The fatigue is there for balance purposes.
When I swing during her blink there's a half second delay when her blink ends, then her swing. It often makes the surv Dead Hard, but I also miss them otherwise most of the time.
Same thing with Hag, teleport then half-second delay then swing. Either killer there's that hiccup delay before swinging, so that getting a insta-hit cannot happen, and the surv gains decent distance on me. Fustrating af.
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I like this idea. Also the Haste effect could be two-stage, a certain percentage right after the hook, and then a much greater percentage when you find a surv after going a certain distance away from the hook. Perhaps giving that second part a timeframe from the hooking for balance, like 20 seconds or so.
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@dspaceman20 said:
I would play the ptb if I could but I'm on console
This all day. Altogether us consolers make up the vast majority of the playerbase, and at the same time also seem to be hit the hardest with patch bugs & performance issues. Particularly us still on the older gen machines.
I pray fervently for the miracle day that we too can test and aid in the patches before they explode live.
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@[Deleted User] said:
Simply put, console platforms and epic games store aren't allowed to host unstable applications and the PTB is a build that is sometimes likely to crash or could cause damage to system.
Most excellent forum name fam!
Imagine a mixtape for Mikey, one that changes his chase music when after a Laurie! :)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3022441#Comment_3022441
They would need to come simultaneously.
But do they ever actually do that? Remember keys and moris? Not the most promising pattern...
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@Witchubtet said:
As someone who has played DBD since it’s console launch, I’m still confused why we don’t get PTB? I would like to know how perks effect someone who uses a controller or just to test out perks so I know exactly what the deal is before heading into a sweat fest of a match.
The devs go through Steam for the PTB, only possible in PC right now. The version played during the PTB is basically another whole game downloaded and run, so they'd have to send it to Sony and Microsoft and Nintendo etc. to be certified. That can take days or even a week in rare instances, and the PTB would likely be over by then, wasting the effort to set it up for certification.
When brought up during Q&A's and such, they've said they have no plans to also include the consoles, sadly. Believe me I too wish I could participate in the PTB but I'm in Xbox so...
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@DY86 said:
I mean, the other day I versed the most precise blight I’ve ever met. We had the best chase in endgame and I wanted to say it was fun and give him kudos. But he was PC and I play on xbox.
I just think it would be nice to talk to other players across platforms. The only thing there is at the moment is the “Give Props” on their profile, and thats not the same
Whenever it's brought up, and I think is was again in their last Q&A, the devs have stated they have no plans to add it.
Also not too many PC players will stick around and wait 14 minutes for me to painfully type out a sentence or two...
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@UntilValhalla13 said:
It probably doesn't help that survivors have to open an exit to get their masks.
Bingo tell 'em what they've won....
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3013159#Comment_3013159
Imagine if huntress had to down the survivor to get the hatchets back
Or if Slinger had to locker up for his one round...
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3012766#Comment_3012766
no.. Nobody would dismiss someone that close to them. That kind of attitude is shown to people at say 100 vs people at 1200 because the person at 100 literally has zero idea what they are talking about and it is the correct reaction to just dumpster anything they say.
New peoples opinions on balance factually do not matter.
I'll play devil's advocate here. It also could be argued the opinion of those who play this game the best (the mythical top 1% high MMR whatever) also do not count, as they don't balance the game around the best play.
I don't personally believe this myself.
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@supersonic853 said:
Honestly pinhead doesn't sound to difficult to beat. But in practice i struggle so much against him. Most of them run lethal to start the first chainhunt like instantly. They changed it so you get hit by chains again when trying to solve the box. So on some maps i find it nearly impossible to solve the box. He catches up very fast by landing his chains on you. And most of my teammates just feed him the box. I am down for any advice to face him some people have. But i am a solo Q survivor now (since most of my friends left). Any advice is appreciated though! Not saying he's overpowered of course i always like getting advice for killers i have difficulty facing!
If you're on Xbox join us for some SWF. Best counter I know of to his dang box
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There's an adapter out there for like 250 USD that allows PlayStations to run DBD with K&M, if you want to spend more money that is.
They've said several times they have no plans to add support for it to the consoles. Their reasons were it would take way to long, be way too much hard work, and require a UI update as well. Interpret that yourself
@Triplehoo said:
No. If you want to use M/K, then play it on PC.
There's no Cross Progression with this game, so they'd have to start all characters from scratch at level 1. You know the grind of this game, no matter what the upcoming changes are.
Very few with thousands of hours and whatever monies spent into DBD are likely to regrind all that. And that's without the cost of a new gaming PC these days. Not a valid argument.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3003799#Comment_3003799
Except the literal reason that SWF is only an issue BECAUSE of third-party options - as for language barriers, that is literally a lame cope-out, literally nearly every single modern multiplayer/team game has voicechat, you are part of a minority if you don't include it.
SWF wouldnt be a problem if third party talking didnt exist, so why not make the gap between SOLOQ and SWF smaller by naturally having the option to communicate in game as an ACTUAL option? like.. most games do?.. None of the reasons you have provided are legitimate lol
I never said they were legitimate reasons, just what they gave. But I also think they will not add it either.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/2999607#Comment_2999607
Then just like any other game, you have the option to mute individual players or opt out of voice chat, seems like a self-inflicted issue with a long-winded solution than to JUST have voice chat lol
The devs have said several times they have no plans to add in-game voice chat. Among their reasons are language barriers and the plentitude of third-party options for it already out there.
I also doubt they want something else to have to code into the game, and to police as well imo.
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I have to believe two of the many reasons for players wanting Cross Progression for DBD so badly is both the grind in case you would otherwise lose your progression, and the vast game performance difference between the consoles and PC.
So it's not really a case of many PC players wanting to move to a console to play DBD, but potentially a mass exodus from Xbox and PlayStation to PC that they fear. Particularly those like me on the older gen machines that likely still make up the majority of consolers.
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@Swampoffering said:
DBD without SWF = Healthy Game.
SWF was not a thing at release, which means that the game was not ready for it, and the past of time proved it.
Behaviour can make an experiment some weekend, separate queues, and there we will see the true reality of DBD, SWF waiting 30mins+ to find lobby .... Why? Everyone Knows the answer :)
SWF was always intended, just not ready at release (the devs could launch with either KYF or SWF available but couldn't finish both in time). Once survs started lobby dodging like mad trying to meet up with their mates they quickly added SWF.
However there can be no doubt they underestimated the impact of comms. And it's way way too late now to kill off SWF.
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@Pulsar said:
holy wall of text
Many of my posts are that length, but even I stumbled upon that enter key thingy...
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@Yords said:
Until they start to get their use, the hex remains unlit. It is not the most game changing buff but it makes sense right?
Wouldn't it be instantly revealed as a hex when someone starts slowly booning one?
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2998494#Comment_2998494
Custom games are a thing
Can't earn Bloodpoints or anything else in that mode. You know the grind of this game, no matter what tweeks are done
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Maybe they're testing Console Mode on the live servers? Even things up a bit? How do you PCrs like it?
I'm kidding I wouldn't wish the performance of my Xbox1 with this game on anyone...
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@fogdonkey said:
If it messes up matchmaking then please add some penalty.
I'm not sure a penalty is the way to go, but I'm glad peeps are realizing the lobby dodging is messing with the MMR system badly, and are starting to talk about it.
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It's way way too late to consider removing SWF, that would be the legit quick way to kill off the game. Nor can they do a thing about comms. We have to look for balance elsewhere.
There's two major advantages imo that come with being in a good SWF on comms; much more possible coordination and quality control over teammates. The game was never intended to deal with either, as shown when only the badass of badass killers can consistently win against such good teams.
Most un-godlike killers are successful against only those survs making impactful mistakes, and then snowballing from there. Good survs in general make fewer of these mistakes, but in a team with comms it is way easier to overcome or prevent suck mistakes.
The devs for a while now been trying to raise the solos closer to SWF-potential, with the goal of it not mattering which way we play as a surv. So they will not separate the queues, debuff SWF, or impose those zany tourney rules & limitations.
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Racoon City street maps for sure
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I remember my last match on the old dark Coldwind map, not sure which version, against a Ghostie Boy. He had almost all of us on death hook, so a decently close match, but we got the gens done. Then the surv with a hook left went down to NOED.
He camps because he has too, and I find NOED and break it. BT save and we file in behind to bodyblock to the gate. GF almost swims around us but we open the gate and we all are going to get out. Insta DC.
Then I get a message from the Dwight, who was on PC but had signed into Xbox app to try and talk to us. He said the killer (on PC) accused us of being a filthy 4-man SWF
From my view all three other survs were Crossplay, however the Dwight said he and another were on PC but solo, and the last surv never responded (maybe PS? dunno).
We just played well together and got things done, and had a sprinkling of game sense. When asked why he DC'd and throw away good Bloodpoints, he said it was to deny us our escape points. Guess he didn't play much survivor.
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The Sandwich-maker
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@pizzaduffyhp90 said:
As Matthieu Cote says play something else if you're not having fun.
The Long Dark is quite good, also made in Canada.
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The frames and optimization make a moderate difference when playing killer and a bit when playing surv, especially on the older consoles like I am.
Skill and experience should still determine the outcome of matches though.
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@ThatOneDemoPlayer said:
Lethal Pursuer on Billy, Nurse, Blight and Oni.
Corrupt on everyone else.
Myers needs both
Dang Mikey that's just sad...
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@D3spair said:
Idk man, I have like a 5+ 4K streak on my Bubba, I kept getting a 5K Hours Survivors back to back. On my 5th 4K streak I got to go against a 7K Hours Survivor while the others were an average of 3K Hours Survivor.
https://us.v-cdn.net/6030815/uploads/OBSWNEUXFZFY/image.png
Now on my 6th Game, weirdly enough I got against 500 Hours Survivor and the lowest was a measly 67 Hours Survivors. (Of course the game was a massacre)
https://us.v-cdn.net/6030815/uploads/TGFT8JZTXC13/image.png
This is the only game that has an MMR system where I go against 7K Hours Survivors on one game while the next one I go against 60 Hours Survivors.
I don't how this happens but BHVR should really look into this for future adjustments for their MMR system.
Backfilling
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Last stats I saw them release back in like 2019 had about half of the survs in some form of SWF, mostly duos.
Since that time, with Solo queue just so delightful, I have to believe many in desperation found some mates to join forces with, so the SWF numbers must have risen.
Be nice to have updated numbers though...
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Gray Kitty wants to play a game...
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2991459#Comment_2991459
Every time I try to boop a Pig's snoot they kill me. So they deserve the boons as punishment.
Not all Piggy's are arseholes like that. I usually let the snoot get booped as well. I also do not tunnel the poor surv with active headgear, if that helps.
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You mean pray?
Hasn't worked so far ..
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2991340#Comment_2991340
Except for artist and dredge both having exhaustion addons. While clown, a much weaker killer than either of them had his stripped from him.
I'm a little bitter about it.
I can see a fan of Pinky Belly being a tad bitter yes. I can also tell you the sad sad tale of the 3712 changes/nerfs to my poor Piggy over the years.
