Jay_K
Jay_K
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@entertainment720 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273697#Comment_3273697
I really appreciate your question and sharing your thoughts on this. Kill switching requires a lot of consideration and factors to execute. That said, your feedback is so important to us. We have reduced the weight of the map to normal chances while this bug remains.
What factors could you possibly be considering when deciding not to killswitch a map. It has bugged tiles. The abundance of red is to much and there are collision issues galore. Honestly i'm Alt F4 if i see an offering for this map because i refuse to play it. if i get it randomly then i just don't try and wander around just breaking pallets that are dropped till the game is over for a few points.
surely the issues with this map warrent a kill switch?
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/355334/why-do-survivors-lose-exhaustion-when-hooked
Do you really need it to be easier to tunnel someone off a hook?
There's a reason why it's removed when the Survivor is hooked.
Did i say i want an easy way to tunnel someone???
Did i even say that i'm pissed at this mechanic and rage about it???
No i didnt.
I'm gonna go out on a lim here and assume that your the type of survivor that believes that all tunneling is bad and killers should not do it. If thats the case then you are very very wrong im afraid. Tunneling hardcore is a ######### thing to do. Sure ill agree with that which is why i never do it. But when as a killer you activly go for the person who hasn't been on the hook and the one who is just unhooked comes into take a hit then thats just Bull and should be looked at because in my eyes if you take a hit for the unhooker then you are begging the killer to chase and tunnel you.
I don't activly tunnel anyone but if a survivor puts them in a position where they are forcing a protection hit they why on earth wouldnt i change target and get the easy down???
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@DEMONANCE said:
dude really asking for an easier way to tunnel and has problems with basekit bt hmmmm yeah i wonder why exhaustion goes away on hooks!
no ones asking for an easier way to tunnel and if thats all you took from my original question i feel sorry for you. but the idea of a survivor no longer being exhausted just because they are hook is bad game mechanics imo. This has NOTHING to do with tunneling at all as the base kit successfully entices killers to tunnel enough :)
But hey if u wanna give your 2 cents just accusing of wanting an easier way to tunnel you do you.
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@Lekitzul said:
I'm telling you what, I'm glad we lose it, cuz as a solo q I've had WAY too many people get me off hook in front of killer and I have no way of getting away.
But how does that make it balanced for both survivor and killer. If a survivor unhooks in the killers face thats on the survivor. the killer shouldn't be punished for that (this is a reason im against the base kit BT but thats gonna forever be in the game)
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@Terion said:
Logicly wise, yeah id dont make any sense.
But balance wise it does. Tunneling is a good strat, it would be even more busted when survivors would not have exhaustion back when they are just unhooked.
however there are scenarios where a survivor just could get up by themself and instantly have Exhaustion perks back again. Like they used DH alredy, got down , but someone else is there with the flashlight. Or 2 people. The survivor who got downed can recover, get up and use DH again immediatly, this would be a big problem.
If it has specificly mentioned by any dev, no idea. But thats the reasons i could come up with why it is as it is.
oh don't get me wrong im not saying exhaustion should come back if they are downed. i'm very glad it doesnt due to the exact example you gave. but equally i don't think it should come back off the hook. I'm not going to go into the tunneling debate on this post (ive had the debate to many times and bottom line survivors need to get over it. u get tunneled let go and go next) but now there is base kit BT which comes with a speed boost not to mention the massive rework of OTR. do survivors really need there exhaustion back right off hook.
One big issue i have come across recently is the groups of head on squads that kinda abuse this mechanic. they get off hook. hop in locker, head on stun, back in locker, DS, back in locker, flashlight saved out of locker.
Thankfully that last bit is being addressed and i think the flashlight change to locker saves is incredible but the fact that a survivor can instantly be unhooked in your face and have a free out with either sprint burst or overcome is a bit over the top. At that point its not killer tunneling its survivor enduced tunneling.
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@ObviouslyN0tMe said:
This post comes from frustration after dying to it once more. Why does the Pinkiefinger Addon reduce the maximum bottles by 2 and doesnt set them to a fix value of 2. Huntress has a more or less comparable addon instadown addon with the iri head, which set the max hatches to a fix 1. The problem with the Clown Addon is he can still bring the addon for 2 extra bottles negating the negative effect of the pinkie finger. I dont see why Huntress and Clown Addons should be treated differently in ths regard. Maybe someone has a good reason to change my mind. Otherwise i am hoping for a change sooner or later.
Thank you in advance for all answers.
Have a nice day and remeber to stay hydrated!
Firstly I hope it wasn't me that killed you. I have been maining clown and thought I would use up a few pinky fingers recently :)
Secondly the huntress hatchet is very different to the clowns bottle.
As a huntress as others have said its throw hatchet get a down, you then pick up, hook, reload and off u go.
With clown you have to get a direct hit (which isnt always easy these days as survivors run with 10000 DPI mouses it seems). then follow it up with a hit. The exposed status effect only lasts 2 seconds so if your at a loop with a pallet your very unlikely to get insta downed off a pinky finger.
Now i personally do run pinky finger with the addon that gives me 2 extra bottles so i have 4 bottles but this isnt so i can get 4 direct hits this is so i can use 3 bottles to heared the suvivor where i want them with the 4th bottle for the expose.
Others will run pinky finger with "Ether 15 Vol%" which increases intoxication (and theirfore exposed) from 2 to 3 seconds to give you longer to get the down.
Now a tip for any clowns who like to run pinky finger, Run it with devour hope. Survivors don't know what hit them if u get 3 stack devour after they are dodging your bottles :)
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The thing is if they haven't given the bots brains since PTB then your not gonna be able to practice anything. The bots just edge map and if you get them on any T wall they just crouch at the edge. The moment u go from bots to real players your gonna get your ass handed to you.
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Thing is i like interacting with people. its why i play online games not offline single player games. And i know not everyone is gonna be nice on the internet im not stupid but it seems that 9/10 games were players say something end game its always just hate hate hate. kinda sad really
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3258270#Comment_3258270
Crazy good efficiency on the survivors team part for sure if it's legit
If I saw the video, I could definitely make a more definitive answer about whether it's humanly possible
but if for most or the entirety of that 58 seconds you weren't chasing anyone, all 4 were doing gens I can see it happening for sure.
It's unfortunate that cheating is so common that what might be a pretty incredible feat on the survivors part we have to overanalyze and think about whether it was legit.
Yeah cheaters have ruined this game for sure in terms of recognising skilled players.
If i can get the video uploaded tonight ill post if on here but ill edit it down to start of game to final gen popping because who wants to watch me camp for 5 mins getting a 2k XD
And yeah i camped hard because of the gen rush i had nothing better to do lol.
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how about
C) i'm bored waiting on hook im gonna wave my arms like i just don't care
But yeah it is a problem i find. Best solution if your constantly in this situation is to run kindred so everyone knows if the killer is camping and waht everyone else is doing at the time.
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It kinda is a resonable argument however not for every perk so i can see where your coming from.
Sure perks like fearmonger and hexes effect the entire team at the same time so in terms of balance these perks are balanced in a 4 v 1 but if you consider gen progression vs gen regression perks (other than ruin) it is at this point it gets unbalanced in favour of survivors.
This is due to the fact that all 4 survivors can progress gens seperately using their perks where as a killer can only regress 1 gen at a time (unless its oppression or ruin if survivors let go)
I think the point a lot of killers make when arguing that its 16 v 4 perks is the range of the perks when dealing with SWF.
Now solo que doesnt really matter for this arguement because there is usually no setup for stratagy which often results in more selfish builds which benifits the killer. however with SWF they can bring 10 - 16 different perks that benifit the whole group, for example Boons. The fact that a good SWF will have different roles (basicly healer, gen worker and killer looper) is what makes the 4 v 1 unbalanced currently.
Thankfully 4 man SWF arn't found 2 often so its not to big of a deal. if u get destroyed you just go next.
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Survivors don't need a buff and neither do killers. Your question shouldn't be when are survivors getting buffed but should be When will solo que actually work as a team.
As a killer main a lot of my matches are very easy due to the survivors not working together or being team players. This includes not taking hits for death hook players, not saving each other and instead hiding for hatch or generally just sandbagging team mates to get rid of the killer onto them.
In terms of the "tunneling" claim are you actually being tunneled because the killer is targeting you or is something else going on. I find majority of games survivors say they were tunneled its usually a case of your not being tunneled just got unlucky. So this could be the person saving you not sticking around to take aggro, you may be running at the killer with perks like off the record or DS (a common thing survivors do which results in a tunnel because you deserver it if you do that. Your begging to be re-chased at that point).
I've been accused of tunneling so many times when in fact i've just played the game and chased the first person i see and if there is 2 survivors with one being just off the hook 9/10 times that injured survivor uses BT/off the record obnoxiously so at that point they are fair game.
quick edit: The fact there is usually 100% bonus for survivors isnt because they are weaker and need a buff. its because you need 4 times the survivors as you do killers to start a match. It was always obvious that there would be an incentive for survivors majority of the time.
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@Cyber_Atlas said:
https://forum.deadbydaylight.com/en/discussion/354018/anyone-know-if-this-is-actually-possible
Subtle cheaters ARE THE BIGGEST PROBLEM of the game.
100% agree because you can't ever proove it. but as i said in a past reply not saying these were cheaters just super sus.
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@SkeletalElite said:
It's definitely possible. Sounds to me like 2 gens popped in 90. The gen you kicked was almost done and someone got on and finished as soon as you left it. Resulting in popping not long later. Then the prove thyself was used to pop the last 2 gens quickly.
Side note:
As a tip give you don't have any gen kicking perks, you shouldn't stop to kick gens if you don't have any equipped. In the time that you path to the gen and kick it the survivor can get enough distance hold W to basically wherever they want unless you got them stuck in a corner. All for what, to regress the gen 2% + .27%/second its regressing?
Even if it regresses for 30 seconds thats 9-10 seconds of regression. Youll lose way more than that in chase time.
So for clarification the Gen i kicked was at about 75% and it was was the 4th gen to pop overall as the survivors left it so likely it regressed to 25% or lower.
Now it could be that 3 of them split on gens whilst 1 got chased. The team was very good in chase and clearly knew what they were doing so not doubting the skill of the survivors in that respect but what triggered alarm bells was how fast the last 4 gens popped.
I looked at the timings and this is the times the gens popped
Gen 1 - 1 min 59 seconds
Gen 2 - 14 seconds after Gen 1
Gen 3 - 32 seconds after Gen 2
Gen 4 - 22 seconds after Gen 3
Gen 5 - 5 seconds after Gen 4
Looking back over the game there was a period of 58 seconds where I didn't have eyes on any survivor. It was during this time I kicked the gen at 75%. This could account for all 4 survivors being on seperate gens i guess which could lead to some clarity as to how this happened.
I mean if nothing else this game alone just goes to show that even with the gens taking 90 seconds now its still kinda survivor sided if the killer loses track of survivors.
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@NoOneKnowsNova said:
Not saying that it definitely didn't happen, but the points achieved from both sides doesn't match up with the length of the game at all.
@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/3257966#Comment_3257966
I'm more than aware that OP never mentioned how long the game is overall, my point is if that if the game went into endgame that quickly I doubt all four of the survivors got that much points. There would've had to have been one or two with a very low amount of points for me to believe it.
The game its self went on for an aditional 5 min because i wanted at least some points for the game. Given that i was gen rushed into oblivion i decided to do the killer equivilant and camp out the hook XD resulted in a nice 2k and points for me.
I'm not really upset or angry that this happened more concerned. As you see I don't run gen regression perks (beacause i find them boring to use) so i really only stop to kick gens if 1. i'm next to it when i down a survivor, 2. i'm already at the gen when i have nothing else going on (i.e no survivors near by) or 3. in a 3 gen situation.
I've never had this issue in the past to this extreme before as usually I can control the match by applying massive pressure on constant downs or chases.
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@Colton147147 said:
Killer perks should not be able to stack.
like what? I assume your talking about gen regression perks. If they couldnt stack they would all be useless and counted by a single survivor running prove. The fact that survivors can all bring good toolboxes means killers need to be able to stack perks to counter it.
Saying that i'm able to have amazing games with 0 gen regression, Full pressure on downs and hooks is the way to go :)
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It's funny i always see posts like this basicly crying saying "ban people who D/C and ban people who end themself on first hook" but personally i don't see it as a big problem. Now granted you get some games where a survivor just doesnt wanna play the game and yeah that sucks but i would say that during my killer games I get a D/C maybe once every 10 - 15 games same goes for suicide on first hook. During my survivor games I've not yet had one were someone has D/Ced.
Regarding my MMR level due to escaping a lot as survivor i would say im fairly high up there now and my average kill rates as killer would also put me fairly high up (although i do get destroyed occasionally).
In games as killer were i do get someone D/C or kill them self on hook usually i notice its because their team has just let them down, this is either due to not going for a rescue when there is nothing stopping them, team mates not taking a hit when getting farmed off hook.
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@jamally093 said:
What I mean is end game starts and your at the exit it full opened by the way so why not just leave. Everyone is alive and healthy your all at the exit so why not just leave oh I see because your teabagging...okay then why are you not being punished for not leaving or not doing anything. Simple if a teammate is injured usually you heal at the exit gate for bonus BP but why aren't survivors punished for not doing anything at the exit gate just standing there flashlight spamming or teabagging I would like to know why. A killer is punished for standing next to a survivor and not moving standing at the exit gate and not moving is basically the same thing so why aren't survivors punished for it a killer loses BP for it so survivors should get the same or something else.
Its really simple. Survivors don't leave because "WATCH ME LEAVE"
As a killer main i feel your pain. there is nothing worse than getting into a game that your clearly to underskilled for, getting destroyed and you have to run between both gates chasing all 4 survivors out of the game because they refused to leave once the exit gates are opened.
I would love to see a mechanic that had kinda like a base kit blood warden. It would activate for individual survivors who spend more than x amount of time past the exit gate. This would end once the survivor leaves the exit gates for x amount of time. This would at least allow the killer to actually punish those who refuse to leave a game that is already effectivly over.
I think personally that End game needs to be re-looked at as its flawed in to many ways.
if there are still gens to be done but one survivor left its an easy escape for the survivor who finds the hatch (last 3 games i had as killer the hatch spawned basicly under the survivor)
The issue that OP mentioned about survivors just not leaving.
And the fact that end game collapse lasts such a long time if someone is on the ground. Now im not a fan of mass slugging but sometimes if you down one person and another injured person is right erhe im gonna go for them but i often find the first one i downed then crawls away and i have to then wait for the entire slow end game colapse before the game ends. Followed up by being called a slugger despite them hiding so i couldnt pick them up.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3252997#Comment_3252997
Lazy? Maybe think about how I don't have TIME to play to earn those things? Most people out there have jobs, school, family etc.
Also, for the record
https://us.v-cdn.net/6030815/uploads/0WY50YC5BU4X/screenshot-20221103-075630-steam.jpg
For my country, that is more than half what a better than average salary worker is paid a month. And a better than average salary is barely enough to live with current prices.
This isnt pay to win. this is the cost for the game plus all DLC in the game. The game is still about skill not "i have these perks i get an instant escape/4k"
If there was a way to buy a 3rd or 4th health state as survivor...thats pay 2 win.
Or pay for a weapon for all killers that are insta down m1 attack...thats pay 2 win.
Simply paying for created DLC is not pay 2 win and people need to get off their high horse who complain about the cost of a game. If you can't afford it then don't play it. if you don't like that also don't play it. This is a company out to make money and if they didnt charge for DLC that they spend months upon months on then the company would go out of business very quickly and we would have no game to play.
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There seems to be a lot of shadow born lovers in here....Did Lilth Omen send you??? :)
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@HoodedWildKard said:
Survivor: windows of opportunity for sure. I don't know the map tiles well enough to be able to run killers without it. But with it I have run some insane chases.
Killer: hard one, probably sloppy butcher or spies from the shadows.
I think your the only player in the world running spies from the shadows mate XD
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Few things i disagree with.
Firstly $20 pay wall isnt entirely correct as you can obtain the game a lot cheaper. Even if you do pay the full price on steam its not exactly the most expensive game out there.
Next you talk about the seemingly never ending DLC released. And yeah to a degree i agree with you. it does get a bit much and personally I would like to see them tone this down to maybe 3 releases of paid DLC per year with 1 release of a free DLC each year for players who can't afford to pump more money into the game. Having said that the DLC isn't overly expensive considering other games out there with a lot of DLC.
On the topic of cosmetics whats wrong with paid for cosmetics. It gives you no advantage in game (actually a disadvantage due to the brightness of most cosmetics) and is just something fun you can do if you want to support BHVR. All games have in game cosmetics you can buy with real money its just the way the world works, man even Minecraft bedrock edition you have to pay for skins lol. I think in game cosmetics are absolutly fine to be charged for as the this is a company that wants to make money and they won't make enough of the game and DLC alone to continue to create the game.
Finally the Rift. Now this is again where I slightly agree with you. Most of the cosmetics on the rift are charms and charms are inherantly usless. No one looks at them on survivors and barely anyone looks at them on hooks. Now there are some amazing cosmetics on the paid for rift such as the ghostface masks this rift. Again this is an optional thing that people can buy and in no way is it forced or required so overall its fine to have.
Now i don't say this next bit with any hate but the bottom line is if you don't like that something is paid for then don't pay for it. its everyones choice if they want to pay for cosmetics or DLC or even the rift.
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I think the term "Pay to Win" isnt the correct term for DBD. Is DBD P2W...no its not in the traditional sence. Pay 2 Win generally means you can pay extra to get a huge advantage in game. Now yes buying the DLC does give you an advantage in some ways however because its DLC I don't think its fair to call it p2w.
By saying DLC is Pay to Win you have to class any game that has optional DLC a Pay to Win game. For example games like World of warcraft can be played at any DLC level so its optional however buying the DLC gives you more of an advantage (higher level, more classes and so on).
Ark survivival evolved is another game with optional DLC. If you own just the base game you will be at a sevear disadvantage on official PVP servers because you won't have access to the other maps to get the new dinos and so on.
So yeah you get an advantage buying new content but just because you have access to more things doesnt mean you will always win. As mandy said the Nurse is free and regardless of perks in the right hands she is a powerful killler (not the strongest overall but strongest in the hands of really good nurse players).
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@Laluzi said:
That's a good question.
On the one hand, it is kinda busted and it's inconsistent with nearly every other method of damage in the game (I think Trapper's injure-when-disarming traps are the same, and so is For The People, but neither of those are half as direct as Plague following you around puking on you), but on the other, you can waste a ton of Plague's time if she tries to puke on you instead of M1ing you by using structures or just spinning in circles and messing with her FOV. You can usually force her to smack you or eat enough of her time that she may as well have M1ed you from the start, so I've never been too bothered by this.
I'm absolutely biased on having a reason to want to keep it, though.
I think the main issue is if a plague is right on you then you get infected nearly instantly. one full puke basicly injures you so not to much time is wasted by the plague.
@sizzlingmario4 said:
If you got a speedboost from getting injured upon full infection, why would you not just puke on a survivor once and then m1 them as opposed to spending time going for full infection (assuming the survivor is not in a complete deadzone)? They’d get infected anyway over time.
She’s fine the way she is. And no she is not the strongest killer, she is pretty good but she’s not Nurse or Blight.
Wish people would stop just saying nurse and blight are the strongest. They may be the strongest in "top mmr" but because of the high skill cap required to play them efficiently they are not overall the strongest killers. For example i could play 10 nurse and 10 nemisis games and i would most likely 1k or 0k all nurse games but 3 - 4k most nemi games purely because of the difficutly difference. How strong a killer is isn't dependent on just overly skilled players its an average from new to veteran players.
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@HoodedWildKard said:
So you mean when plague puts the broken status on you after constant vomiting? I can get behind this. Because it is technically an injury. And her mechanic is already pretty strong.
Exactly. The problem with plague is you can't heal without giving her even more of a buff with the red puke. and not getting a speed boost just means if she is right behind you when you are at full health then your going down instantly. she may aswell be an insta down killer at that point.
Another thing that kinda bothers me is her not losing colision when she is puking.
Myers was changed so when he is stalking he has no colision which means he can't block a survivor in somewhere and get free stalk. If this change was needed why can plague still block a survivor and instat down them??
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I would not say nurse and blight are stronger than plague. The skill cap is to high for those killers so only those who put work in and really learn the killer get good with them. I've only recently started playing survivor more (killer main) and i enjoy going against nurse and blight because they are easy to counter unless as i said they are stupidly good. A plague however is just to easy to play to the point she is really good.
but yeah just my opinions everyons has their own. Honestly from a killer point of view i would say clown is a very strong killer but ask anyone else he sucks lol
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Counter proposal. Everyone start playing clown to prove once and for all that he is the Most OP killer, He has speed (yellow bottles), slow down (purple bottles), insta down (pinky finger) and Mr Puddles Looks amazing. #clownisthestrongestkiller
On a real note though asking everyone to play nurse because you want it nurfed will not work. if anything it will as many others have said lower kill rates even more meaning bhvr will either ignore nurse or buff her.
I would love to see evidence of this whole "nurse is op" mentatilty beacuse on the games i play as survivor and get a nurse its never a slaughter, its always a fair and balanced game (i know shock right).
Untill some hard evidence is put forward cataloging hundreds of games showing exactly why nurse is over played and abused then nothing will ever happen (mainly because she isn't overpowered and abused its just in the hands of a good nurse player she is strong)
Any killer can be over powered and abused in the hands of the right player...
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@Gorik said:
I don't think it needs changing, most people have the timing down, and it isn't that hard to to get the hang of.
My partner has very few hours and she has now started to get the timing right.
I don't know who this change is aimed at, other than super new people to the game, or why it is happening, but in my opinion it is pretty unnecessary.
I have never heard anyone complain flashlight saves are to hard to pull off and are impossible to learn without 1000s of hours of dedication to the game.
I would really appreciate it if BHVR could give more details as to why they feel it needs to happen incase I am missing something.
The locker blind immunity seems like it might be a good change, but I still don't think it's completely necessary.
Gotta ask. If you say most people have the timing down and new players seem to learn the timing quick enough anyway then what does it matter if this change is made. Surely, according to the way you put it, it won't actually make any difference in the game then why does it matter if its there or not?
If devs want to change something that will effect the 10% that are struggling what does it matter?
As a killer main i welcome this change because means more flashlights and less medkits/toolboxes in the lobby, Its a gen rush nurf :)
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Ok question. Why is it whenever anything is announced to be buffed some people just go mad as if its the end of dead by daylight as we know it. As a killer main i barely get hit with flashlight saves anyway because i bait them out and once baited out i run Franklins means no more flashy saves. the extra 0.25 seconds is such a tiny amount of time its not going to make much of a difference.
people need to just get off there high horse and accept change. Flashlights were kinda weak in solo que and now they have been buffed for solo que (apparently).
personally couldn't give a damn what get nurfed or buffed i just play the game for fun not competative so if a survivor flashlight saves then well done them and this "buff" aint gonna do much for those who can't aim a flashlight anyway.
In a round about way to begin with the so called Buff will actually be a nerf because it will cause more players to run flashlights to begin with therefore more going for saves and likely have more trying to to blind at the same time as another meaning it won't work anyway... aka nurf because of how survivors play :)
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3243353#Comment_3243353
No. About 1.5-2 min after loading in
I would say that on the rare occasion that does happen its most likely a few contributing factors, The location of the hosted game compared to the person D/Cing, the point at which the person D/Ced (be it at the start of the loading screen or just before the game started) or it could just be the servers being generally trash for that game.
I've only ever had this happen once and its just as i got my first down the game ended and voided.
How often is it happening to you?
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Honestly as a killer main i can safely say I miss on average 2 - 3 hits per match. This isn't always down to me, sometimes im auto aimed into the bush or wall.
"But auto aim isn't a thing" I hear behaviour and many survivor mains say.....Yeah it is and there is a video where the devs explain what it is and how it works....Auto Aim XD
But i got side tracked.
Just because I (or others) miss some basic attacks doesn't make us bad killers. Sometimes we get spun but a lot of the time i miss is because i'm just trying to snag that hit before the survivor reaches a pallet/window so i swing early just to try my luck and it doesnt pan out. (or sometimes it does if latency is on my side)
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@Renfear said:
**** by Daylight is a game where one ****** tries to **** four survivors. You *** if the ****** hooks you three times but there are other ways they can **** also.
In keeping with the very strict chat filter, we should change the name to "Not Alive by Daylight". Blood will be removed from the game, and killers can now be called, "Injurers" instead. That ought to make the game more family friendly. Let's go for that T rating!
This has always been something i was curious about. How could Behaviour even consider a chat filter like this. It filters a lot of the survivor names yet i can still be called the "N" word by just miss spelling the word slightly.
I think it would be funny for a day to bring that chat filter over to the forum. One thing is for sure. there would not be a single survivor complaining about a killer because the headline would read "This ****** is OP, Nurf this ******"
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@Scoutaloo said:
I know this'll sound a bit odd but could we have the option to disable "Haunted by Daylight" event items (Refined/Blighted Serum, Arcane Dowsing Rod, etc) from appearing in the Bloodweb during the event? I'm still in the progress of leveling up characters and it can be kinda annoying to have character inventories be flooded with Addons and Offerings that may be cheap but also block for an entire year after the event ends... I'd much rather spend the BP to level up characters on things I can actually still use a week or 2 later
I do agree with this. I've done all the event stuff now and although I am still using the offerings and blighted sryum im trying my best to avoid them so i don't waste to many BP. If we are forced to take these things there should at least be a full refund on unused event offerings and addons or just let us continue to use the addons. Survivors can still use the event items (flash and medkit) so let us killers continue to use blighted rush if we have them left over.
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I've recently started playing survivor more as im more of a killer main but I already have my hated killers. These Being:
Doctor - The madness effect is just boring to go against. combine this with you can't really survive in chase against a good doctor because they stop you vaulting or dropping pallets makes the games incredably boring for me
Pig - This is only in some games not all. If the pig i go against is a fair killer its fun to play against however, the amount of games where i get a hat, try to get it off and the pig just targets me is insane. If the killer isn't going to let you even try and fight back i don't see the point and its just boring.
Trickster - As some who is still learning to loop trickster is by far the most boring killer i could go against. The fact they have 60 knives to throw and they only have to hit 8 to damage you means if you get caught in the open you WILL be going down against a trickster. Combine that with majority of tricksters ive come against run the irry instant down addon makes me wanna just end the game on first hook.
Finally The Plague - Plague is and will be an instant get me the hell out of the trial game. The fact you can't heal without giving them a major buff and the fact that all they do is puke in chase then hit once to down you. Stupid boring and stupid broken mechanic. This is my "i'm going on hook and getting out" killer.
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@JakeCannon said:
Hey killer mains, I'm just curious what is your opinion on the current state of the game? Don't compare it to what it was before July tho. Scale of 1-10
Honest review. Killer main
It is very hard to rate killer experience because of the nature of the game. I would say 7 out of 10 games I have so much fun as killer, I'm either having a fair game with equally skilled survivors or i have fun with surviors due to a early D/C or give up and regardless of the outcome ive had a good game, thats a 9/10 or 10/10
However the other 3 out of 10 games im sent to a more survivor sided map against a team that is way better than me. During these matches i'm just dishartened by the game. I barely get any hooks (if any) and the survivors knowing they are better start to B/M. For these games i would say 1/10 or 2/10
Overall i would agree with majoiry and say killer is about 8/10.
I think what allows me to have fun in games more than anything is not taking the game to seriously. It is a game afterall and winning isn't everything. If the survivors meme about meme with them, if they sweat then either sweat back (did this against a team and they were punished for the competitive gameplay lol)
Regardless of what changes are made to the game for better or worse i personally will continue to play the game how i play it using the same perks i enjoy using (even if they are nerfed into the ground) and I think more people need to just play the game for fun rather than going for the win and complaining about every little thing (this goes for both killers and survivors)
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3241765#Comment_3241765
It's solving the problem of ensuring that hooking - a main component of the game - doesn't become extinct once the Finisher Mori comes into play. If slugging is all that is needed for the game to end, then why bother hooking? Survivors being able to pick themselves up makes hooking still a desirable option
then if they don't want just slugging for mori then don't have finisher moris. don't see any love for that aspect anyway as it removes all other mori's from the game. I personally hope they never put the finisher mori system in place because i like the ability to mori at any point in the trial not just the last person. #Don'tkilldevourhope
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@sluc16 said:
Killers already had their hugely killer sided update
agree to disagree. If you refering to the massive perk change both survivors and killers got buffed and nerfed. It was kinda a fair update for both sides. If your not refering to this i would be interested to hear what you are refering to.
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@Nos37 said:
Killers receive an instant win if they slug all four survivors...
Do not forget that the devs wanted the new last survivor standing mori, but they could see it being exploited by killers slugging every match, and THEN they added the ability to self recover basekit. Not the other way around...
All this does is encourage even more slugging though. Both the unbreakable system and finisher mori system has to many flaws to even consider going live. The unbreakable basekit will be abused to high heaven with combos and as i stated before the moment 2 survivors work together the moment one goes down under the pallet the other can distract the killer long enough for the unbreakable. or the killer picks up and pallet save.
The finisher mori will be used in a VERY boring way by slugging all 4 and just rouletting the survivor who is up. Any killer that knows where all 4 survivors are will be able to slug for the win regardless just with basekit unbreakable it will take a little longer. the result will always be the same.
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3241765#Comment_3241765
Maybe they decided slugging shouldnt be a legit strategy anymore, they do that from time to time, using a BNP to finish a gen instantly, using infinite loops and pallet vacuums were all legit strategies until they decided they shouldnt be legit anymore and they got axed (with good reason).
https://forum.deadbydaylight.com/en/discussion/comment/3241740#Comment_3241740
I also tought the new mori thing is going to make tbagging at the Exit Gates a bit less common (not much but at least injured people will be more proclive to leave).
If they didnt want slugging to be a legititimate stratagy its up to them to outright say it and make it actually against the rules. At any time they could implement a system where if the killer is just slugging all 4 survivors at 5 gens then its reportable. Better that than punish all killers who slug because it is the best option at the time.
I think the big issue here with slugging is to many people lump everyone in the same boat. You get shouted at for slugging regardless if your doing the boring slug at 5 gens or if your slugging and chasing others that are simply nearby or taking hits.
Bottom line is killers won't ever win the argument because survivors will always cry, likewise survivors won't win many arguments because some killers will always cry.
Solution. Stop messing with the mechanics of the game and let everyone play how they want to. Don't try to punish playstyles and let us enjoy the game.
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@jesterkind said:
Not to defend the basekit Unbreakable necessarily (at least in its PTB form, it needs hefty tweaking), but there's no reason to assume a one-to-one trade where killers must get something if the survivor side gets something. We're not spoiled siblings, here, there's no need to get jealous.
The basekit Unbreakable is being pitched as the solution to a problem. It's not a gift, or a show of favouritism.
But what problem is basekit unbreakable solving? Slugging..which is a legit strategy. What this basekit unbreakable will actually be doing is forcing killers to play a certain way or they get heavily punished for it.
Now yes it will stop 4 man slugs at 5 gens but if the whole team gets slugged like that the game is gonna be over regardless if you unbreakable or not.
However if i down someone and there are 1 or 2 other people around ongoing i'm going to be forced to pick up because otherwise they can pick themself up for free. This stops me making the sencible option of attacking multiple survivors at once. Not to mention if another survivor is around and someone is under a pallet its a lose lose for the killer. either pick up and pallet saved or they unbreakable and drop the pallet.
All this change would do is make it imposible to pick up a survivor as long as there is someone else around under a pallet. meaning all survivors will run in pairs to ensure no one ever gets hooked.
I agree with OP if base kit unbreakable becomes a thing there has to be a counter to it that killers get else your just unnessesarally buffing survivors and screwing over killers (even those who don't hardcore slug)
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/3239670#Comment_3239670
It's harder to lose MMR that to earn it? Do we have any information about this? Is there a cap on how much you can lose, or will you go back down to the equivalent of brown ranks if you AFK 1000 games or something?
I can't remember where I read this now but it does certainly feel like you don't lose ranking fast enough compared to how you gain it.
Of course if you afk 1000 games then your gonna be at the bottom however if you afk 1000 games your likely not gonna have an account afterwards. In general play you will win and lose but because of how the game is chances are you will win more than lose (its just the lost games stand out more due to it being a really rough/bad game). Given this we will all be in that Top MMR bracket eventually.
What behaviour should do is actually give us the numbers instead of saying "yeah there is totally an MMR score behind the scenes and it totally works. Trust us guys"
If we could see these figures. KNow exactaly how much we are gaining or losing per match then as a community we could probably help behaviour create a system that works but because they don't ask for that help and just effectivly wing it we get information like "Kills and escapes are all that matters. if you don't escape you are bad and if you don't kill you are bad"
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3239670#Comment_3239670
I feel like I have to correct this every time it comes up. Scott was wrong. He was not correct. If you use a few dummy accounts to test it out, the adjustments are going to be uniform because they all had the same MMR on the test accounts. I don't have the thread/threads, but the devs have been on here a few times stating that MMR gains are not uniform or static, nor does MMR adjust after every match depending on the opponent level. Someone could check their MMR right now and see a number that ends in a 3 or 7. That immediately renders Scott's video false.
but there is a soft cap and eventually everyone WILL hit that. Its just the way these sorts of games works and once everyone is at softcap MMR then there is no matchmaking as such its then just random placement.
If that is not the case and MMR works fine then why is it some games I get a fair game, some games i get all 3k+ hour survivors and get destroyed and sometimes i get 100 hour survivors and i destroy them.
Bottom line you get matches like the OP's post because MMR does not and will never work in this game due to imbalance.
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@Rovend said:
Look at this game, this are my normal "nurse" games.
https://us.v-cdn.net/6030815/uploads/F9ZBVE1BBURN/image.png
why cant i have a normal game with a killer close to my MMR? is too much to ask that i am not matched against nurses with 7x my playtime?
I am clearly not a high MMR player, as i play mainly soloQ but this happens every 2 -3 games.
2 normal games --- 1 4,6k nurse --- 2 normal games --- this guy with 6,2k on nurse
Its because MMR doesnt actually work and here's why.
Eventually every player will get to soft cap MMR. (Lets call this number 1600 for now)
So now we are all at 1600 MMR we can still earn more MMR and go up.
As its easier to earn than lose MMR (or so we are told and how it seems) then it means you will likely stay at soft cap and above indefinatly.
This means that even if you have 10000 MMR you will be match randomly with anyone 1600+ which will mean you can be matched against the best killer in the world or the worst as long as they reached soft cap MMR.
Scott Jund actually summed this up at the start of his video really well its worth a look.
https://www.youtube.com/watch?v=5u1bWJtT_nM&ab_channel=ScottJund
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@GoshJosh said:
What survivors are hating Garden of Joy?
I have been informed its more a killer hated so i direct my question more to RPD :)
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@Bot_Salvo88 said:
Jokes aside, RPD is such a good map its one of my favourites. As killer, you can cut people off easily by using some holes on the map. You have no idea how many people fall for my mindgames across the map 😂
Survivors will go in one direction thinking to be safe and BOOM I come from a direction they never expect.
I get it will be some peoples favourites and thats fair but that map in particular seems to be the one thing the majority of the community can actually agree on. that the map sucks....unless your playing nurse i guess.
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So I am the survivor who is stealthy and works behind the scenes. A lot of games I don't get hooked because I don't intereact with the killer at all. Does this make me a bad player...No it doesnt. Does this make me a team player still...Yes for the way i play it does.
I may not interact with the killer but thats because I can't loop for #########. If i try and loop a killer no matter what killer it is then I go down in seconds and i'm no good to the team anyway. However If i actively stay away from the killer, hide when needed I can still crank out gens, get unhooks, heal the survivors and do my best to help everyone get out.
Now this doesnt mean us stealthy players are all the same. yeah there are some real peices of work out there who often stealth the whole game, not doing gens, not taking hits and not helping just so they can escape but I think its kinda unfair to assume that 0 hooked survivors are all the same.
So many games that I escape i'm pulling more points than my team even when we all escape because I generally will max out 3 aspects of the pip system ignoring boldness. Its all about how you like to play.
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I played my second ever plague game yesterday and I have to say its gotta be one of if not the most boring killer I have ever played. Her power gives you no help in chase (other than the obvious semi free damage state) but if the survivor is already injured and they have a strong tile she is basicly useless. On top of that I find there is no real skill in the killer in terms of her power. Basicly it seems like puke on stuff, puke on survivor, M1 and thats it. On occasion they may clense and you gotta hope that it isnt the other side of the map.
Personally will never be playing plague again.
Also Extreamly boring to go against.
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Strange I've only had 1 person D/C during this event regardless if im survivor or killer. The game that had the D/C i was killer and all I did was 2 hook everyone then let them do gens and escape because why not.
On the flip side I have been disconnected 3 times so far due to connection error which never used to happen.
I think the issue is with no D/C penalty if one person rage quits because they got downed first then all it takes is one other survivor to say "screw it im gonna just D/C and go next this game is all ready over" then the rest will follow suit.
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@HungrySnek said:
A Nurse rework would change nothing because of one simple reason:
The community will always search for something new to cry about.
Let's say they nerf or rework Nurse and she becomes a A-B tier killer. What then? They will cry about the next strongest killer which will be blight. Then probably they will cry about Artist and wesker and so on and on and on
People will always find something new to cry about
A rework of nurse doesnt need to be done "because people cry about it" but I believe it needs a rework so that perks can be more balanced. Currently any strong perk comes out suffers from the same thing. Nerf the perk because nurse exists. Its so hard to balance perks for every killer and unfortuantely because really good nurse players will play these perks and be super efficient with them it results in a nerf making the perk useless for 80% of killers.
I think a rework of both nurse and blight is in order (maybe finally remove hug tech from blight) so that they can really focus on balancing the perks in the game.
The alternative to perk balancing is to purposly unbalance the perks. By this I mean make perks that are significantly better if your playing them on the killer they came with but average on all other killers.
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@furret534 said:
The Sandbag With Friends I played with was really coordinated and bodyblocked and sandbagged me too well. Please nerf Sandbag With Friends.
Dude you got me so hard. I saw the title and was like "Here we go again" then saw the post and thats amazing.
The only thing more amazing is people think your legitimately asking for survive with friends to be nurfed and not actually reading that in this case SWF means Sandbag with friends XD.
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I have noticed this. I noticed it on eryie of crows i was working on a gen and if i angled my camera so it was slightly over a low wall the gen got muffled. Its almost like the gen noises are done depending on your camera angle. if i had to guess the sound muffling is done when the noise has to pass through an object to get to your camera
(in this scenario imagine that ever survivor has a phsycial camera floating around you that you controll that the sound goes directly to therefore if the sound has to pass thru an object then it gets muffled to understand what i mean).
I recorded this game so I went back and confirmed that yes it did get muffled quick significatly. I will cut the video down and send it to behaviour as a bug report incase it is not intended.
Note to all. This is why you should record every single game (then delete the games you don't need). Not only does this allow you to identify bugs but also allows you to rewatch your game to see where you went wrong.