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Jangles

Jangles

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Jangles
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  • The problem with a regressing gate is the killer only has to walk between them to cause a stalemate. As soon as you hear the last gen pop you patrol the two gates and force survivors off them until they regress.

  • @DragonMasterDarren said:

    you are comparing a collection of perks/addons that require effort, a time investment, or both on the user's part (with the exception of NOED and Haunted Grounds), to a perk that you, prior to the nerf, could activate at the press of a button whenever you weren't exhausted

    Forgive me for failing to see the correlation

    Press E to be exhausted on the ground

  • Remember the old hatch stand offs? The killer couldn't close it but could pull you out of it so you'd essentially play a game of who's the most stubborn and with DbD players these matches lasted a looooooooong time.

  • Honestly its bubba. Just let him have that one thing. He struggles enough being memed on all game. Let him get his little kick in.

    I say this as a turbo biased survivor main who really loves playing against bubba.

  • Sid Meiers has an awesome quote on this situation.

    “Given the opportunity, players will optimize the fun out of a game”; therefore, “One of the responsibilities of designers is to protect the player from themselves.”

  • I dare say they'll let it cook for a while. The reaction to the release was abysmal. It basically had the opposite effect it was kinda funny.

    bHVR: Anti-Slugging update!

    Every single killer: and I took that personally.

  • @Jurizaurz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373654#Comment_3373654

    Cleansing totems which are also a part of the match, opening chests. They are minor objectives. Or they aren't allowed to be played around?

    Totems are objectives. Chests are not an objective. They are resources. If you were doing totems you'd be making loud noise notifications thereby giving the killer a chance to progress the match. If you were doing gens, you were progressing the objective yourself. You were doing neither of those thing ergo you were holding the game hostage. You can go through all the mental gymnastics you like, but thats the end result of the actions taken in the games. Regardless of intention.

  • @Jurizaurz said:

    Using stealth to not get caught into killer hands because it's his primary role while survivors can use such option legally and that's called "STEALTHY" isn't holding the game hostage.

    my dude, what were you going to do if not the gens?

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372404#Comment_3372404

    Then why it's so popular? This is the main question: if there are better perks out there, why most of the survivors out there will take this perk instead of choosing another exhaustion perk?

    Its the only perk that lets you carry on the second stage of a chase further, Most survivors take the first hit rather quick and then push the chase through the second stage as long as they can. Usually you're getting chased because you've already been hit or been caught in a compromising position. DH lets you continue with another stage while all the other exhaustion perks only give you protection from the second situation. So even with its abysmal activation rates, it'll always be the king of exhaustion perks (heh)

  • You can all tease me as much as you like, I'll cop it. Fair play.

  • I WAS BEERPOSTING AND SAW MY DRAWING OF MAURICE IM SORRY

    To explain it better, I put that terrible drawing on the forums in October, but the Maurice missing posters came out in June. In my state I mixed up the dates.

  • Actually I stole your idea NEVER MIND

  • @Peanits said:

    Your intentions are good, and I don't think anyone would disagree that making underperforming Killers more competitive is a good idea, but there's a lot more to game development than simply telling someone 'fix everything'. I'll give a quick and simplified example of what this actually entails.

    You're told to buff any underperforming Killer. Your first step is to do an analysis on which Killers require your attention. While doing so, you're going to find that most Killers seem more or less where they should be, but if you start to dig into specifics, you might find that some are performing really well in some skill ranges and poorly in others.

    And so you'll need to dig deeper and find out why that's the case. Why are some people doing better with them than others? Is there something that more skilled players are taking advantage of that average players aren't? Have good Survivors mastered playing against a certain aspect of their power while average Survivors struggle? This alone is a lot of research, sifting through countless threads, video, streams, and even working with our data team to draw data from thousands of matches.

    Once that's done, you'll need to figure out how to change them. What is a change that will make them more competitive in the ranges where they're struggling, but won't make them frustratingly overpowered in the ranges where they're already doing well? The Nemesis is a great example of this. Shortly after he was released, we found that he wasn't doing so hot in high skill lobbies, but he was doing very well in low skill lobbies. Upon further research, we discovered the high skill players were more likely to mutate his Tentacle Strike. And this was the key: We could safely buff the third tier of his power to make him stronger for high skill players without making him too strong for average players (where he was already doing well).

    Next, you'll need to find the time to actually slot this update in. This is a very complicated part since every department has only so much bandwidth for each update. If your changes require animation support, for instance, you might not be able to squeeze your rework into an update that already has a bunch of other animation work required (such as a new Chapter).

    When you find a spot for it, you need to playtest it and see how everything feels with a wide variety of players. Is it too strong in some cases, or too weak? Does this solve the problems you've set out to solve? Is it intuitive? Are there any control or feedback issues that need to be resolved? Depending on the complexity of the changes you've made, this can be a back and forth process that requires a lot of iteration.

    And finally once all that is done, it needs to go through polishing and QA before it can finally hit the PTB, where you may have to iterate on it some more depending on how people feel about it.

    All of this is for one Killer. There are soon to be 31 in the game. Meanwhile, you also have problematic perks, maps, mechanics- you name it- that people are giving feedback on which also require your attention.

    Thinking, "Hey, let's buff weaker Killers" is only step 1 of the process, and it's a thought that everyone has had. If it were as easy as that, I promise you we would have done that already. Balance changes like these can take anywhere from weeks to months of work depending on their scope, and while we would love to be able to snap our fingers and do this for the next update, we're talking about literal years of work for this alone, let alone Killers who may be too strong or perks.

    So yes, the intention is very good! But the TLDR is that it's not as easy as you think.

    I mean this with respect. I understand your plight, but the answer is to play the game more! I've put 1000s of hours into this game and I genuinely enjoy it and have always seen the love that goes into the game.

    Recently, in the last year it feels like you guys have lost your passion for the game and are just churning out content for the hell of it. It got to the point where I just genuinely was not having fun anymore. It's like going to a cafe, ordering a coffee and it comes half full with a fly in it. Yes its coffee. Is it acceptable for that to served to someone? Of course not. It's the same thing here.

    I had a month break and came back in the last week and it seems the same issues are still present. In the few odd years I've been playing I don't think I've ever seen a chapter release that wasn't filled with bugs and gamebreaking issues. Much like the dead hard buff, which looks amazing on paper but in practice it looks and feels silly, average human reaction time is what? 250ms? So its only consistent in practice at windows and pallets. I can go on but I'd rather focus on the positive.

    I really really really want to love this game again. It's in essence the most raw form of PvP.

    Simple mechanics and skill expression is displayed with mind rather than reaction (in most cases)

    Please don't take this as me trying to tell you how to do your job, I wouldn't be able to. I just want to love the game again.

  • This whole thread is "he splashed me" vibes lol

    image.png


  • image.png

    Apparently phone is a bad word. Also fone. The E got censored in phon# as well. I can't even with these robots anymore

  • @HugTheHag said:

    Bad ping benefits the killer for hit validation for the most part, so if your ping is good then there's not much else you can do. If the killer's ping is bad then they'll have an advantage you can't really anticipate in lobby, and that unfortunately you can't do much to counter.

    In extreme cases you could DC, but you'll get penalty. I only did it once for ping related reasons, the killer was teleporting around and glitching when carrying a survivor. They weren't even a hacker, they just had one million ping and it made the game uncomfortably weird.

    As I said though in the op and the previous reply, It has only recently become bad enough for me to come sook about it on the forums. I understand how latency works.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/356462/hit-validation-latency

    Having a better connection tends to be bad for both sides, it gets weird.

    Has never been this bad. My connection hasn't changed at all.

  • So all you have to do is walk back and forth between the gates and no one would ever get out.

  • Thou shalt not run franklins

    Thou shalt not create 3 gens

    NONONOED

    4 Slowdowns are the devils plaything

    Thou shalt see a recently hooked survivor running past them and pretend they didnt see them

    Thou shalt not bait deadhard

    this is fun

    Thou shall watch me leave

    If thou recieveth a trinket from thine survivor, said survivor is given all quarter and parley

  • @StereoGang said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278168#Comment_3278168

    Your video sumurise quite well, the problem is that you can loose pips on unlucky games. Depending of the killer, you won't be able to do 250 % gen's worth of progress easily. Best scenario is if the killer start chasing your teamates first, but it's a matter of luck. If your teamates are killing themselves on hooks, DCing, if the killer camps or tunnel's you, their is little you can do to prevent that.

    https://forum.deadbydaylight.com/en/discussion/comment/3278183#Comment_3278183

    I still do 25K BP pretty often, and while it was enough to pip consistently until iri grade, it's seems no longer true. I had almost no trouble reaching gold 1, but now, even when sweating, most of the time I get black pip. I got like 4 pips during the games I played, but lost then during less lucky games.

    Go through you emblems, see whats the lowest and work on that for a start.

  • Just play heaps, If you can loop well then carry. Otherwise you need to run around playing support. Get 2 hooks, do 2 gens, get 2 decent chase and you'll pip/safety a majority of the time.

    When you sweat it out you should be averaging ~25k per game to be able to pip consistently.

  • image.png

    screenshot for those interested.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278078#Comment_3278078

    I’ve never seen a lady that can teleport through walls either, but in this game it exists.

    lmao fair play.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278047#Comment_3278047

    I always thought clowns gas was bottled clown farts. Clown seems like he would be that nasty.

    You ever seen a clown fart pink?

  • I wanna huff clowns gas and see what happens.

  • Why are you taking everything so personally. People are giving you advice because they don't agree that it's completely hopeless facing a nurse. Why are you taking offense to being told you're not as good as you think you are? It's not offensive. It's reality. Skill is learned in this game, its not a natural thing.

    Everything you've done so far is just plug your fingers in your ear, refuse to help yourself and expect it to be fixed for you.

    It will happen one day, until then; those are the tools you have to deal with the nurse.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277964#Comment_3277964

    "Skill Issue" you talk as if every single person in this game would have the same amount of time to put in a game like this. Some people, like me, have 2 jobs + full time university + volunteering work. I don't have a lot of time to spend in this game to be a professional "gamer" that wastes most part of their life giving money to a gaming company.

    All I want when playing survivor is just to have fun. Playing against nurse, specially during this holiday season was a disgusting experience, and I can't understand why nothing was done until now. Maybe because there are people trying to ignore the problem by just shouting to other plays "get good" rather than being humble and acknowledging the problem.

    I am like the most biased survivor main out there. Check my comment history lol. You don't have time to learn counterplay and how to play against different killers. Ok, that's not the games fault. If you're not having fun then take a break. Nurse isnt going to be fixed in the next 2 weeks. Her play style has remained basically unchanged in 4 odd years.

    I've acknowledged many times that nurse is a problem. Strategy exists. It's not great but its all you have to work with until something is done to fix her. If you're not good enough eventually your MMR will fall to a point where you're being matched with equal skilled killers.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277945#Comment_3277945

    I don't believe in your points. Everybody says, "just wait for starstruck", "just learn how to counter aura reading perks", etc. However, how will I know exactly what aura reading perk the killer is bringing to counter? There are aura reading perks for jumping windows (all ears), for long distances (barbecue and chile), both long and close distance (darkness revealed), after picking up a survivor (Wesker's perk forgot the name), after someone unhook (floods of rage), start of the match (lethal pursuer), etc. I can't know the perk she is using unless I get outplayed or caught by it. That's the problem. Additionally, none of the killers in this game gets more benefits from this kind of perk like pro nurses and huntresses. If we have a good nurse with 2 or 3 aura reading perks, she doesn't need slow down perks anyway because nurse can down survivors faster than we can react.

    Play against nurse should not be a "just run randomly like u don't know what you are doing." This sounds the most crazy thing in the world because she can just teleport to an intermediate location and catch you there. Like, if you run and make circles, then move to your left, than right, than forward... She can just blind to the central location of you circle of movements and swing making a circle.

    I mean your points are just a skill issue. Sorry. You can easily identify perks. It's a bit more complicated than  "just run randomly like u don't know what you are doing." But I put it in a way that is easy to digest.

    What you are doing by  "just run randomly like u don't know what you are doing." is breaking LOS and forcing the nurse to either blink to the spot you were or prediction blink. Removing one blink charge to gain LOS giving her only one blink to catch you and make the hit. You need to 50/50 between staying on the corner breaking LOS and continuing the loop to create ambiguity from you LOS break.

    Junk tiles are your friend. Literally loop a rock or large flat platform and learn blink ranges to short stop the nurse.

    Nurse needs work, but this is all you have to deal with it right now. You can either adapt to the strategy or just get stomped continually and make threads about it.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277909#Comment_3277909

    What about if the nurse has aura reading perks?

    What about if the nurse has starstruck?

    What about if the nurse was double range or double recovering add-ons?

    What about if the map is red forest? (The 8 pallets map)

    What about if the nurse has eruption?

    That's my point. Even though these strategies that you point out make sense, they are not realistic when we are playing against these kind of players.

    I mean eruption is an entire beast on its own. Starstruck, run out of the TR and wait. Aura reading perks only activate conditionally and arent permanent. You have to learn to play around them. They last 7s at most. You can use them to bait out bad blinks by counting the aura perks and moving accordingly. Big maps, you split up. Red forest is pretty decent against nurse as there is a ton of high LOS blockers.

    I mean they are realistic. I win against good nurses enough. I lose more than I win, but a counter is possible to a degree. Like your point is valid. You just need to play against nurse more tbh, the biggest issue is the counterplay and looping method is basically inverse to the rest of the killers and she has a low pick rate.

    If you and all your team are able to dodge 6 blinks, you can win.

  • The biggest counterplay is being as random as possible. If you don't know what you're doing how can the nurse know?

    Break LOS and go in a random direction. If there is no high structure, run edge map or comp corner to squeeze as much juice out of your chase as you possibly can. Rocks and random boxes are your friend. Run to a high rock, break LOS and run around it entirely. Most times they miss.

    Gen efficiency is the biggest counter to nurse. Don't stack gens. Always be doing something on your own. Force her to the empty side of the map. Don't be afraid to get hooked. A big issue in solo queue is players who think they are good for not getting hooked. No, you've essentially lost our pressure because one person is going to be taking those hook states for you ergo knocking someone out of the game faster. If you lose someone before 3 gens are done it's gg.

    That being said, she could really benefit from some balance passing.

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277865#Comment_3277865

    Spaghetti code itself is a really outdated concept, you really really really really don't see it almost ever unless you are working on legacy stuff - I'm talking about stuff still in use from waaay back. My first job still was using software that was written in ~1989 that had these issues, that has been somehow maintained and added to. But it was unreadable but mostly worked. It was really never re-done modernized because the higher ups didn't want to spend x amount of time to re-do something that worked. You also sort of see that in the financial sector as well with cobol stuff written ages ago that handles transacations and stuff, but that has higher stakes than what I was doing, and cobol has it's own set of issues.

    So a big thing in modern development is DRY - don't repeat yourself. So let's say I have code A that does some business logic, but now I added functionality to a new part of my application that needs to run that same exact logic, You don't want to copy/paste - that leads to maintainability nightmares. Especially if you have multiple teams working on the two areas. If we are talking about jumps like that, that is mostly a good thing - you almost never want to repeat code. But that has it's own issues, things breaking can be one of them.

    That's sort of what I'm referring to with lasagna code - it's structured and layered and one thing goes wrong when changing something it can lead to. It's also not just a traceability thing - you can usually see what references something else, ide dependent of course.

    Ok look, I don't mean to overly defend the devs, there HAVE been breaking issues since I started playing regularly and even back when I played a few matches on my ex's account to test it out in ~2017, but I can take things personally because I'm a developer and I know how things go, and I know we are always the first to blame, and I think being a dev on this game is probably the most miserable thing in the world, if not just for the community lol. Granted I'm not a game developer, but I am a senior engineer and have seen a lot of things go wrong in several different sorts of applications. But I also don't think it's just an issue with the devs, right? I've said this before:

    a) the executives set too strict of deadlines - I really think if they slowed down to 3, or even 2 dlc releases a year we wouldn't see this kind of things. If you are in a huge crunch to get things out, things ship broken - I don't think I need to remind anyone of the twin's launch. Granted, things aren't done in 3 months - being, all the planning, programming, art, sound, etc, but the deadlines are really tight and set before things are even worked on. It's not really a decision that the devs make, that comes from product/project managers, which in turn get that stuff from the big wigs.

    b) I think the QA on dbd has such a complicated job - we have so many killers at this point, with so many perks, so many maps, that I feel like things can easily slip by (re: collision). Also, on top of that - these aren't live matches, some things just, come out during live matches to do things qa or devs didn't account for. I don't know the answer to this, I've seen it at every one of my jobs. In non-gaming development things can be caught at integration or unit tests before things even ship - it's not perfect and things can still slip by. But I don't really know what that could look like with game development to cover every aspect of the game and how things interact, you know?

    Sorry for the long ramble, lol.

    https://forum.deadbydaylight.com/en/discussion/comment/3277866#Comment_3277866

    From my understanding it was originally done done in blueprints first but now they use just normal c++ for the most part now and re-wrote a lot of blueprints stuff (I think that is why nurse was re-done and disabled for the month or two earlier this year? I think?)

    Could be. No idea personally. I just saw it once when they were talking about billy. I mean we're seeing the exact same bugs that happened when they changed to those exact pallet models previously. Plus some new interesting ones.

  • The best one I've seen so far is a tree I can get through as survivor but the killer couldn't get through. Essentially turning shack into an infinite. Seems reasonable lol

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277817#Comment_3277817

    I don't claim to know what the dbd codebase looks like but this is a half truth at best, and disingenuous at worse. Commenting is obviously very important on specific things, like when it's not clear what specific code does, but in the long run even well documented code has the issues where changing one thing can have an unintended effect somewhere else.

    From what I've seen in a dev stream the whole thing is written using visual blueprint scripting.

  • @Pulsar said:

    Eh, it's one of my most controversial opinions but I do think you should be able to DC without penalty.

    I'd like to see a bot replacement system implemented first though

    This, Its only prevalent when the DC penalty is off because there's a DC penalty in the first place.

  • @Ayjay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276768#Comment_3276768

    Yeah great idea just split the community up so we don't get any matches. The game is already dying enough as is because people are sick of being forced to play with hackers and abusive toxic maniacs.

    So you don't want to play with console players but you don't want to split the community. Wut?

  • The game is never going to be as scary as when you first started playing. Anything "scary" after 500 odd hours becomes "annoying"

  • Probably has to do with all the weird tile generation going on at the moment. Whenever they change those pallets to the new ones the game breaks in spectacular ways.

  • I have sub 20ms and literally cannot hit a reaction deadhard for the life of me. I've even recorded myself making the timing but latency just voids the button. It's silly because it really makes you question your sanity after a while. In theory what's been laid out on paper for dead hard is totally viable but in practice with latency it becomes "trade deep wounds for pallet" or "run into window and hope they don't see your bait"

    The same exists for the Knights power. Looks amazing on paper but in practice is used in a much simpler form to guarantee consistency. If the viability of something relies on ambiguity of its consistency, then its bad design.

  • If you're looking for lore accuracy pretend they're crouching between your legs ala scooby doo.

  • To quote Aristotle "the only way to win is not to play"

  • Unpopular opinion. I actually see the amount of effort and passion that goes into the game. Sans bugs and a few questionable changes. Their hearts in the right place. They communicate with us and take action to improve the game constantly.

    I want to support these kind of companies that don't hold animosity towards their player base. Peanits and Mandy are absolute legends when it comes to the questions asked of them. I vote with my wallet. So, I'll be buying it to ensure the continuity of the game into the future.

    Ask me how I feel about Blizzard for a salty take lol

  • Pretty sure its 4/5/6 for the cosmetics and 1/2/3 for the perks and 7/8/9 for the charms.

  • @sizzlingmario4 said:

    No.

    Saboteur does that.

    Legend cheers.

  • Dead hard is great on paper, But in practice it becomes run into the vault/pallet/corners to bait consistently because the timing window is so short.

  • So we finally come full circle. That took what like a year?

  • Its nothing against you personally. I'm trying to eek as many microseconds out of the chase as possible. Same reason if I have nothing to run we're circling the tiny rock until you can hit me.

  • @Stealthdoorknob said:

    If they don’t give me ranked soon, I’m just gonna keep devouring noobs and being toxic, driving as many new players away from the game as possible, cutting directly into the player base and profits. I’m sick of these fools wasting my time because baby Roblox players don’t wanna compete. Give me the skill, give me the competition, give me the horror that used to be In this game. Or else I will keep adding to my body count of kids who rage quit and never return to this game, I can confirm these on console. See you soon ranked mode!

    Name checks out.

  • Well, we loaded in and finished a gen. Someone went down and everyone saw him insidious camp with kindred. We left them on the hook to die and finished gens. Another person went down, we finished the last two gens and got a two out. I think the highest bp was like 14k and the lowest was 1800. Everyone depipped.

    Fun and engaging.

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