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Joao_Bandicoot

Joao_Bandicoot

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Joao_Bandicoot
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  • I don't think a patch or anything by the devs should be released in order to prevent it from happening. But the community itself could just try to treat each other with more respect.

  • @BigTimeGamer said:

    the people who play this game are the most sensitive people i swear

    Actually I think this thread proves the opposite, basically everyone here is being completely insensitive to OP and showing that the only Empathy this game has is the Claudette perk. Tea bagging is essentially toxic, although it can be disregarded as such by the ones who do it. It's the same idea behind mori spams and bleedout slugging, getting into people's minds to tilt them to frustrate them, but because it's at a lesser tone doesn't show the full effect right away.

  • The speed at which Survivors can finish generators in contrast to the time it takes to sacrifice them don't go along right now. If adding secondary objectives, increasing the time for existing ones or just acceleration the Sacrifice part helps to achieve a better gameplay idk but something needs to be done. The complaints are in regards to Gen speeds but the solution could come from anywhere.

  • Nothing wrong with that, devs probably even approve something like that but unfortunately this isn't a priority so until the major things get adjusted We're Gonna Live Forever might be untouched for a while.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234839#Comment_1234839

    I’ve only ever seen a killer pick this map as an offering. This isn’t a one-sided rage. The map is literally a killer free-win match because of how stupidly the map is designed.

    I’m not saying that survivors should win - but they don’t even get a chance on this map and the only killer that is disadvantaged playing on this map is Myers.

    if you don’t like the truth then that’s on you lol

    Apart from the Skill check Doctor the first thing I think when I see a Jigsaw piece is Scratch Mirror Myers.

    Also Huntress don't have much angles to work with so she has some disadvantages going there, the map being smaller affects Jigsaw boxes distances so Pig also suffers a bit, Billy has fewer chances to use Chainsaw at this map and Trapper suffers with the lack of grass bushes and things to hide his traps.

    I think you don't know enough about either the map or the killers because almost everything you say in that regard tends to be wrong.

  • This upcoming week, or to be more precise Soon ™.

  • Also just to clarify something the map changes aren't removing the amount of loops (if it happened on PTB I'm pretty sure it was confirmed to be a bug) they're rebuilding the loops so that a mindgame can be mostly fair for both sides.

  • Firstly, a mod response saying a "tech" like that contributes to the fun aspect of the game really opens anyone's eyes for how biased BHVR can really be.

    Secondly, if people actually learn how to read a post and not just the title almost half of the responses wouldn't be completely pointless like these "you have counterplay so it should exist" or "if you fall for that you're bad".

    And finally, the acknowledge of such exploits isn't as spread as people tend to believe, many people defending these bugs say that it's a know thing which is easily counterable by anyone and my question to these people is who told you that this things existed ? and more importantly, does the common player share the same communities you follow in order to know about this things too ?

  • That question was a bit misleading, the whole page was talking about Community from the Devs (ie. Q&A streams, Trailers) and out of nothing something about the Community, almost like they want to confuse people.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1230381#Comment_1230381

    I just think it's weird that it's supposed to make the killer scarier but does almost nothing against actual chase strings and instead incentivises the killer running around the same tile over and over letting the survivors get max value from it. Seems redundant and near useless from a competitive perspective and lore perspective.

    Lore perspective makes total sense, the Entity feeds on the fear of Survivors and loves to extend the suffering of both parts, if the Survivor is taking too long to be downed the Entity gives a little boost to confirm that the Killer can down the guy. Competitive perspective is like a notification telling you "too long in a chase better switch targets" can be misunderstood by some Players but that's their fault and will most likely learn next time to try something different.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1230354#Comment_1230354

    Ignoring the fact that that's not what bloodlust does because it goes away when you get stunned lol

    What is bloodlust effect then Lord of this game? For me a speed boost when in chase for more than 40 seconds seems like a "I'll eventually catch you no matter what", and this is the intended reason behind Bloodlust. One of the Devs even said something like "a metaphor for the inevitability of death".

  • @ChanceGaga said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225093#Comment_1225093

    I believe the counterplay is the killers' ability to close hatch before survivors get the prompt to escape through hatch.

    In a DC for a hatch you aren't on top of the hatch, you are on top of another survivor or far away, the counterplay you propose makes sense in a scenario where there is a time between Survivor 1 quitting and Hatch opening/Survivor 2 escaping.

  • That is the worst excuse to anything. Imagine someone on Court being accused of a crime and responding to the Judge "C'mon man, don't act like I'm the first to do that." If you seriously think that 'if someone done it before' you are justified to do it too I'm actually afraid of you. Who knows what you could do following that logic.

  • @BigBrainMegMain said:

    They did.

    It's called a DC Penalty

    Stop acting like you're entitled to 4ks each game

    With a DC to guarantee an escape without counterplay who is the one entitled? The Killer trying to kill all 4 by slugging (not a great experience but in the rules) or the Survivor abusing the fact a DC opens the Hatch instantaneously (something that isn't on the rules)?

  • Don't mind me I'm just the boring comment telling you that 'facecamp' doesn't exist anymore just like 'infinites'.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225013#Comment_1225013

    well technically that means you adjust your playstyle based on who you are facing, which is not I think the idea of this game hence so much stuff is hidden already.

    Play hard against everyone you see! (but not unfairly so obviously)

    I mean Franklin's and Lightborn are perks created for being used only as a response to load out of the opposing team.

  • @Ivaldi said:

    No sympathy for playing the most toxic killer in the game.. The simple fact that a killer like Plague can completely remove an entire category from the game exists is a detriment to the game. Killers complain about gen rushing, yet have no problem playing a killer that completely removes healing from the game.

    The only way Plague could be considered toxic is for her power being literally a toxic puke, and even that is a bit of a stretch.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220929#Comment_1220929

    That's a terrible mindset when the game itself can never match the top 5% let alone has a measure where skill can be represented while throwing rng into mix in terms of maps, items, add-ons etc etc.

    The game has so many determining factors where someone in the top 5% of survivors could easily be killed by someone in the bottom 30% simply by having bad rng on tiles spawns and then being camped on first hook.

    What shows any measure of skill in that scenario when it was based more on luck?

    TF is also a terrible example as its two sets of equal amounts of players and done on the individual skill of the player with aiming, power use and knowledge of the static maps along with each side having the same tools to use.

    Are you familiar with the game Hearthstone ? It's a card game with tons upon tons of RNG involved in so many levels, yet it is balanced enough for a competitive environment and it has a way better ranking system with bronze to Legend tiers and I can assure you even a super lucky bronze player can't win against an unlucky diamond player. If a game where something can say "do 30 random things (amongst 300+ options) with random targets" and still be balanced enough for the better player win, I'm almost sure that with enough balance tweaks a game where the only RNG is on map generation (with so many limitations these days) can be balanced towards competitive or casual gameplay (whatever way the Devs intend to go).

  • @ClickyClicky said:

    Person with NOED avatar tries to defend broken add on. Shocking. Even funnier is the killer mains defending iri head who probably petition for DD to be changed. This is why this game is in the gutter. People that think the killer should be overpowered because “hurr durr thE k1ll0r is m3aNt 2 bE tHa p0War R0le”.

    Even though they forget its a videogame and so they have to earn their win, not just be given it for free.

    What it is it then ? Fight for the 4k by tunnelling and/or using powerful things or not use any of this and leave Survivors alone doing gens ?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205028#Comment_1205028

    Anything would be better than what we have now. In Resident Evil the penalty only applies to the 1st person to rage quit. I normally stay in if its the final zone but theres no point playing if they quit at the very start of the game.

    But its funny how other games allow this yet DBD which is meant to be a casual party game has such a strict system. Especially when if 2 survivors dc the killers tend to slug regardless and then give an “ez ez” post game.

    I can't know how this game community can have such a disparity between their opinions, some people say this game it's survivor-sided, others say it's killer-sided and then some people say it's completely balanced. Some people say it's a casual party game and others say it's a competitive game with clan tags and tournaments. How did behavior let so little information that such a disparity can be found ?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204771#Comment_1204771

    Other games allow it.

    Some people dont have all day for the game. Get home from work, find a spare hour. Put a game on, some salty claudette or 2 man swf disconnect 30 seconds in....ok game ruined. Now why can’t I just find a new one since I did nothing wrong? Why is someone forced to either get a 5 minute ban or sit and dredge through a non-game before being allowed to play another? It’s ridiculous.

    I think the Riot approach would be the best one, if someone is disconnected/afk in the first (X) amount of time the remaining players have to vote, yes to cancel the match or no to continue to match. Majority wins and all people have a little choice to make.

  • @ClickyClicky said:

    People should be allowed to leave if someone else disconnects, rather than punishing the innocent as this garbage does now. That’s what good games with developers that care about their players do.

    For you a match where 1 Survivor disconnected is an unwinnable situation, but for someone out there is a challenge who they're willing to take. Although I can agree on you that a 3v1 is really rough and most of the time not worth the effort, you can't ignore the obvious exploit this would get.

  • @Ohnoes said:

    Every second counts.

    Completely agree with you, just like 5 seconds of stun instead of 3 still counts.

  • Dead Hard is still working as intended, you can run alone and test this yourself (since exhaustion can be recovered quite easily). Run to any side of the map, not followed by the Killer and try to count the delay between hitting E and getting the effect, if it's noticeable don't try to use it as Invincibility and just get distance on loops.

  • I don't know, just playing the game implies that you're quarantined (at least for that moment) so improving the reasons to stay playing could be more helpful. i could be wrong but it's a cheaper and easier option than make skins for characters.

  • I love how almost everyone here just completely ignored that OP already acknowledge and based his opinion on one of the reasons to rework DH for being inconsistent and not working most of the time.

    If you guys want a better DH who DOESN'T reads "Press E to be exhausted at ground" maybe a rework idea don't sound that bad.

  • @GodDamn_Angela said:

    I assumed this was about camping killers before I saw the translated post. Do gens, stop being overly altruistic.

    Also "from 10 matches in 2 of them only one person escaped, the others died. Rare are the instances where all Survivors escape (either because the Killer conceded or is AFK)" LMAO.

    "...the game is unpleasant, me and my friends join to have fun but instead are met with rage, furthermore the Killers who camp on hook." SWF coming in here and complaining about the game being unpleasant and how they are "met with rage". This is rich.

    It was really hard to write this without laughing the whole time, it hurts to know how biased some people are on this game.

  • For the sake of forum rules I'll translate this post. (I'm a Brazilian too but this isn't the place for other languages, tem uma seção só pra outras línguas)

    Title: Broken Killers (O.P) and Camping Killers

    Hello Friends, I've come to tell you how unbalanced the game is between Survivors and Killers, from 10 matches in 2 of them only one person escaped, the others died. Rare are the instances where all Survivors escape (either because the Killer conceded or is AFK) the game is unpleasant, me and my friends join to have fun but instead are met with rage, furthermore the Killers who camp on hook.

    All of us know this questions are true and that it happens, I'm talking about it because we love this game.

    Friends I'd like the help of all to make this discussion be reached to BeHavior and Developers.

    Huge thanks.

    Now for my response, I assume you are kinda new to this game and are placed around rank 10+ where Killers have and advantage by capitalizing on Survivors mistakes, so I just want to tell you it gets better, by improving your gameplay you certainly will have more and more escapes and better matches overall.

  • @Mistikus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183210#Comment_1183210

    sadly some people wont stop complaning untill survivor will die when they look at them

    Can someone please explain why anything that could benefit killers are always met with this same response "they just want easy games" "they won't stop until Survivors start the trial on hook" "killer mains only want easy 4ks" if this was actually true the forums wouldn't be flooded with well thought threads looking for balance.

  • @ClickyClicky said:

    Anyone who thinks killers need a buff isn’t very good at the game. Killers win most games now and over the past year we’ve seen it shifted into their favour in certain ways.

    Sure some killers could use a few tweaks but in general killers as a whole do not need any buffs.

    How killers can be "winning" all game and still have lower red rank ratio than Survivors who are "losing" all games ? (In this assymetrical game the norm is for one side to win the other must lose, with some exceptions) It just doesn't make sense to me, if killers would be 4k'ing every time I presume there would be more red rank killers than red rank survivors which certainly isn't the case.

  • @Aneurysm said:

    Killer is far too easy, they should just yeet this stupid baby mode from the game. Being able to finish 5 gens every match in peace, 4 escapes on average...(well maybe 3.5 escapes I'm sure some would still DC after failing a skillcheck or something) think of what a peaceful utopia it would be. No camping, no tunnelling, no slugging, no death. Just good vibes

    It surprises me that someday this idea will be taken seriously with the road we are going for.

  • Points doesn't equal to objective completion. 8k in Objective could be because of coop action awarding more points and less emblem, 4k in Boldness could be just 4 totems (not the case here but just to show the difference), 5k in Survival is just escaping since the emblem in that category is based on death/escape this is the only one where points means emblem progression, 8k in Benevolent is because a Safe Hook Rescue rewards too much points (about 3 rescues and you already maxed out). Analysing your match with more care you can see that the only gens you were repairing was with other people (the emblem progression is shared, but the points are basically doubled) and most of the time you were rescuing instead of repairing. Chaser was another lacking category and that is self explanatory enough (less chases = less chaser emblem).

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163412#Comment_1163412

    If you not going to play like trash you can end game fast as a killer as well.

    If you not going to play "badly" you can avoid getting downed fast as a survivor as well.

    I'm not judging the quality of any player on my post that you are mentioning, I just stated how much of the Killer objective was done and how much of the Survivors objective was done.

  • Let's change the situation, let's say you are a survivor and in 10 seconds of the game someone on the team goes down. After that your team got more focused and guaranteed the escape of all of you.

    10 seconds to get downed, but still a 4 escape. Does the 4 escape affected the time it took to down the first guy ?

  • @Danu said:

    https://forum.deadbydaylight.com/en/discussion/137875/how-is-this-ok-in-any-circumstances

    3 survivors downed in LESS than 2 minutes in as well, can't just pick and choose what you want from the evidence and ignore what's happening to the other side

    3 downs and I believe 2 hooks already, if you need about 10-12 hooks to end a game as Killer, 2 hooks is 20% of the full objective (completed in UNDER two minutes).

    1 gen completed in LESS than 30 seconds, if you need 5 gens to complete this main objective, 1 gen is 20% of the main objective (completed in LESS than 30 seconds).

    I'm not considering the exit gates time and I'm not considering the chase, pick up and search time.

  • @Clevite said:

    And last survivor alive gets a key?

    One only changes the animation you die, the other changes the outcome of the match, why you have to give a key to last survivor if chests still exists and you always have the chance for it.

  • @Sweet_Feng said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153416#Comment_1153416

    Yea sure, they're definitely getting on rank 1 because Ruin got changed and not because the devs destroyed the rank reset. Because ruin was the only reason why not everyone was rank 1. Shows how stupid some dbd players are. Ruin wasn't a God tier perk it was useless on high rank. It doesn't have anything to do that they changed ruin that everyone is getting rank 1. It's because the rank reset

    Rank reset occurs at a monthly rate, 1-2 weeks doesn't equal a month, in my understanding a 1-2 week playtime user didn't even experience a rank reset yet.

  • At least these 3 webs can't be wasted because you don't lose anything by investing all your points on only one Survivor.

  • @Keanuqwerty said:

    what are the new survivors perks? i cant seem to find them anywhere, and i havnt bothered checking youtube.

    Red Herring: distraction perk, gives a false missed skill check on a generator when conditions have been met;

    For the People: insta heal but with extra steps, obsession perk;

    Off the Record: Iron Will + Distortion but for a limited time (when unhooked IIRC).

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150720#Comment_1150720

    It's quite an unbalanced system as it is, while I can see why they did it, for consistency sake but survivors have 73 things that can show up on the bloodweb, while killers w/ addon reworks only have 20, that means you're likely to see 1 of the addon you want every 2 blood webs, while survivors will take up to 3x as many bloodwebs, and survivors earn a lot less BP historically as it is, I'm not saying they should revert the change, but I can understand the annoyance here.

    But you have to consider that Killers have different power and add-ons so is 20 (just a general idea) times every Killer you want to play, if you want to play 4 or more different killers you already have more than 73 things to care about.

  • WGLF has been "nerfed" because of a greater good, but if protection hits keeps getting more and more consistent not only it will be easier to get tokens for this but for MoM too, and I don't know how to feel about the latter.

    In comparison the BBQ stacks are easy to get if stealth/evading chase isn't into play, no matter how many times you hook this Meg the other stack comes only with Claudette.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150720#Comment_1150720

    Then have it so that BBQ only gives extra BP and lose aura reading. Just like WGLF if we're all is equal. And reduce killers BP earned just like how it is for survivor. If you want equality then let's do it.

    4x1 is applied even on BP scores so if four people gets 10-15k points the Survivors got 40-60k points and even the perfect run for a Killer is 32k.

    I consistently see Solo Survivor with more BP than Killer on end screen, choosing a role don't magically gives you points you still have to earn them.

  • Same reason the Ghostface can crouch instantly but Pig has an animation, they aren't the same thing, one can cause damage every time the other is like a Legion (can injure easily, even deep wounds if wanted, but can't down you with the M2).

  • @Bongler said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150721#Comment_1150721

    I'm just upset getting off work wanting to play and spent money for two more chapters the new one being one of them then seeing that toolbox is pretty close to useless for gen repairing and that all the add ons for the most part are now sabotage add ons now is really irritating and purple key is only 5 second use the but the green broken key is 10 sec sabotage takes 4 second or so to brake hook for 25 seconds when survivors start taking advantage of that then killers are going to be upset I play both killer and survivors I just play more survivor because I have people that play this as well I just see this as a failed attempt at making the game balanced

    Just some information to you (for free this one time only) sabo takes 2.5 seconds, don't require skill checks, leaves a hook disabled for 30 seconds and negates the ability from the Killer to hook while performing the Sabotage action.

    Toolboxes speeds to repair generator have been increased to compensate for the loss of charges, and repairing with a toolbox now gives a higher chance to trigger skill checks.

    Purple Keys are supposed to be used for the hatch opening action and less about aura reading, Green Keys don't interact with Hatch so the aura reading ability is more focused than the purple one.

  • Also I was running into same people for some time before even the Ruin changes so that could also mean that it always was like that.

  • @siyke26 said:

    All things consider as of today I know survivor side is dropping drastically I ran into the same people 3 games in a row and as killer I ran into same group back to back then a third time a few games later so I don't know what to tell you considering it takes 4 survivors to 1 killer to make a game go I would think that running survivors off would hurt the player base as whole more but what do I know it's only simple math

    By simple math this 4 Survivors need that 1 Killer so losing a Killer will tremendously impact the other 4 Survivors, but losing only 1 Survivor will slightly impact the Killer.

  • @LetsPlayTogether said:

    No company explains patchnotes.

    Ever read a Riot's League of Legends Patch notes (which comes every 4 weeks)? They tell the reason behind every change and even leave a little joke about it.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150226#Comment_1150226

    I thought the same thing. Is it even possible to maintain rank 1 while escaping 1 in 20 games? I forgot exactly how the pip math works for DbD.

    On Survivor you can pip, almost double pip even if you don't escape so I guess this part checks.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146375#Comment_1146375

    But Killers alreay have a higher killrate on that map than the others. Removing pallets makes that worse.

    Too much safe and unsafe pallets, some of the safer ones should be more spread out and some of the unsafe could be adjusted accordingly.

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