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Jukantos

Jukantos

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Jukantos
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2199270#Comment_2199270

    OP's issue isn't tracking related, though. They were actually chasing these survivors but clearly wasn't good enough to down them. They're not necessarily trying to address the teams that hide in the corner and refuse to play the game; it's people who would rather mess around with the killer than do gens and leave.

    This. I WAS good enough to eventually 4k the one team that stuck around for too long after they had exhausted all their pallet options (What are you gonna do when you roll the most survivor friendly version of haddonfield while trying to do a Trapper daily ritual twice in a row).

    The only reason i got them was because they literally forced me to stay in the match with them for 43 minutes according to my shadowplay. Noone should be allowed to force me to play a hopeless match against them for over five times longer than an average match, just because they want their enjoyment out of making sure i have a bad time.

  • @Northener1907 said:

    Killers can not open gates because that can abuse by them. You wanna depip as killer, with that you can open gates and end game so fast. And noone will get any points and boring. So that can not happen.

    Not if you lock it behind no generator being done for 10 minutes, as i said in my original post.

    If the survivors are willfully not finishing a generator for the entire length of an average match, it's because there are either 2 survivors hiding in opposite corners trying to wait out hatch, or it's because a toxic squad is taking the match hostage to bully a killer into disconnecting.

    In both of those scenarios, giving the killer the ability to just open the door is absolutely justified. I mean hell if you think that's too easy, you could make it so that the game will literally tease the endgame collapse (and then actually do it) if survivors don't get back on Gens (EGC gets stopped & reset if a generator completes)

  • Game 4, Cowshed (ha ha hahhahaaaaa)

    29 minutes of hostage taking, teabagging in the exit gate until the last second of EGC

    DbD is literally unplayable on European servers as killer if you just want to play and/or do challenges. I'm done trying to find gameplay against these people. I'm now a Bubba main and you know EXACTLY where i'll be standing with my ######### chainsaw.

    Edit: Update with Game 5,Went Bubba, 100% camped the first basement hook out, got a 4k and a pip. Yay. This is DbD 2021 how i guess it's supposed to be played. Excuse me while i go throw up.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1879764#Comment_1879764

    Why won't you play killer and help to solve the problem?

    Because playing killer in high MMR is that goddamn miserable that can barely force myself to do it for the daily match (for the 300 battlepass exp). Stomping every non-SWF that doesn't stack 4 Dead Hards while getting teabagged on by every optimized squad just isn't fun. Having my evening taken hostage for 30 minutes per match by teams that have to prove to me they know how to loop every pallet on the map while leaving the last gen 99%ed JUST so i cannot open the door is not fun. I do not want to play it. I actively want to avoid that toxic garbage as much as i possibly can without getting massively penalized on the battlepass.

    I'm at a point where i PAID MONEY last season to not have to do the killer challenges - and that's as someone who played more killer than survivor in 2020. It really has gotten that bad.

  • @justbecause said:

    I don't have problem with ormond at all 90% of pallets are unsafe and short loops so no I have no problem with it

    The problem is that like on most maps, these filler type pallets can be upgraded to safe pallets by adjacent jungle gym windows or shack window. That's what happened in my match on a ludicrous scale with four such pallets attached to a combo of shack and a long window jungle gym facing the shack. That loop alone, if i had played it in one chase, is sufficient to loop even a bloodlusting killer for 2+ minutes, absolutely fatal for a match if committed to. One or two of those existing on a map is okay. Having 4, on a map with 32 pallets, of which at least 8 were completely safe (jungle gyms, shack, 3 upstairs pallets in main building, digger) is just not okay.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125903#Comment_2125903

    Sorry to say this, if you cannot play unsafe Pallets, you are bad at the game. Unsafe Pallets are fair for both sides - until Bloodlust kicks in.

    Ormond Pallets are fine, really. Especially because predropping unsafe Pallets is even bad, because those can be played. You need Stuns at unsafe Pallets against decent Killers. And the Killer does not even have to break unsafe Pallets, so Shift + W into predropping unsafe Pallets does not do anything.

    Problem being that if you have an "unsafe" pallet at a rock (which are actually rather safe unless the survivor willingly runs the shorter side of the loop) and you can run at the shack in one direction and the longwall of a jungle gym (with a damn window) on the other side, that effectively makes the pallet safe. Because the "unsafe" side you would normally push people to simply leads into a super safe jungle gym window.

    There's no mindgaming that against survivors who literally know how to hold W towards the next bit of safety.

  • Got another game on Ormond, survivor side this time. Again, WAY WAY WAY too many pallets available (i counted 28, with Alert giving me good intel on the broken ones)

    Obviously absolutely stomped the bubba who couldn't keep up with the sheer slew of resources at our disposal (me soloqueueing at rank 4 into a rank 12 bubba doesn't help with mindgames either)

    And to put the cherry on top, one of the three russians on my team was hacking (1 second exhaustion on dead hard, she dead harded a good dozen times in a row in her final chase around half the main building to the exit after dwight slammed a pallet on her meghead)

    Because dedicated servers stop cheaters ;^)

  • @[Deleted User] said:

    Most Ormond pallets are pretty unsafe and fair for mindgames right now. You probably got really unlucky with RNG.

    What breakable walls do you consider a "must" break? The only one I break is the one next to the bar because it makes the window less strong. I don't even recall ever breaking another one.

    There's another one upstairs where they have a shack-like window to the outside that is basically a shack without a door if you don't break it, so that's an absolute must. I also had the one on the lower floor next to the gen so i had to break that one otherwise the stairs window would've been a quasi-infinite (because that stairs window was ALSO open, AND had another door next to it, bringing me up to 4 must breaks

    Granted, the last 2 were arguable, i just hate having the other weaker upstairs wall in play so i broke it. And then they had the combination of the tiny tower where the window is diagonally across from the stairs with a breakable door next to it, so i had to break that one as well (or it would've turned into a REALLY long loop)

    Also these guys were proper red ranks, perfect dead hards on 3 of them outside of one Kate with sprint burst (the one i ended up killing, big surprise there) and just absolutely optimal W key holders with voicecomms (using a looted toolbox for a hook sabo with made me drop someone as the corner behind tiny tower had exactly ONE hook on the entire 6th of the map due to the big snow wall towards main building that used to be walkable.

    Played it as optimal as i could, got 6 hooks in with one kill (that i probably should've proxied and tunneled harder for to begin with considering she wasn't great with her Sprint Burst and ended up dying anyway).

    But overall, how do you mindgame a rock that you cannot see over with a pallet on it, if it has a longwall window to the left and shack to the right? And as i said, there were four of those pallets just on shack alone, the rest of the map was also just absolutely LITTERED with filler pallets.

    Yeah i can "mindgame" those with Bloodlust 2 on Legion (because these W key warriors weren't going down to anything else, they just always held W to the next pallet or around the same loop and never falsely vaulted into a single one of my double-backs or red light fakes)

    But being stuck on Legion for a daily, a map with such a ludicrous pallet count is just not winable and frankly should not exist. I've played iterations of other maps like a Torment Creek with NINE pallets, the average map in my experience has been 15 and 18, so a 32 is just beyond broken and frankly the filler pallets were so close to jungle gyms and shack they shouldn't have ALL been enabled.

    For reference, there was ONE "deadzone" tile with just trees on the whole map. No small-rocks deadzone tile, those 100% had at least one filler pallet in them, with the one touching shack having two.

    Forget bad luck, that should be prevented as too much of an obvious abuse case by the spawning algorithm.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2065377#Comment_2065377

    i tried to 99 a gen and it tok like 4 taps to complete it when u couldnt se a single transparent pixel on it IM NOT TALKING ABOUT LONG TAPS im talking about clicking it for 0.2 seconds and then running away

    You realize that if it became even easier for survivors to stop gen-regression or even do generator progress mid-chase a lot more killers would be incentivized EVEN HARDER to just tripple tunnel a survivor out of the game as quickly as possible and constantly slug?

    I already hate the fact that those "strategies" are the best way to play against top level survivors to a point where i consistently spend half of my bleedout timer on the floor every match, but if we tipped the balance even further towards survivors that'd only get worse.

    In fact even as a killer player i'd like to see this change reverted (because HELL if i'm not gonna tunnel the ######### out of people now with less DSs around just to get that one pair of hands off of gens permanently ASAP) and then replaced by something 3 years overdue, A PROPER REEVALUATION OF GEN RUSH TIMERS AND REPAIR EFFICIENCY.

  • @[Deleted User] said:

    Gen tapping shouldn't even be a thing in the first place.

    Thissss x100

    If the killer who is 1 vs 4 has to go through a 2 second animation to start the gen regressing, survivors should have to repair it for more than 0,01 seconds to stop that regression.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953252#Comment_1953252

    This makes me feel a bit better (I know you weren't addressing me, but). I've played loads of plague games today and I've been getting consistent 3 or 4k matches and managed to go from rank 6 to rank 10 in the space of a few hours, I thought i was doing something really wrong

    The reason is simple: The plague loses the rank scoring points for "hitting" survivors AND gets "lost" chases after 15 seconds despite "hitting" survivors by putting them into the broken state. You literally lose out on not just the hits from this, but also the chase completion. It downgrades two of your emblems simultaneously.

  • @Nancy911 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949240#Comment_1949240

    Tell me more about this. I haven't prestiged any character because I see only negatives in that. You lose all the items, right? What do you gain in addition to a bloody outfit?

    The quality of the items in your bloodweb increases - so every level 50 bloodweb i fill out on my P3 50 characters with all perks unlocked gives me guaranteed 1 red item (often 2), guaranteed 3 purples (up to 6) and at least 6-8 green items. The overall quality is just vastly increased.

    Plus, back in the day, if you prestiged before a certain date you got a legacy skin (those orange glowing ones) that i would LOVE to have, but now can never legitimately acquire.

  • @Zozzy said:

    They want her dead and buried like hillbilly.

    Then they complain about lack of variety at red ranks lol!

    I would've rather had her buried than Billy, he was strong but perfectly fine. You could read him, react to him, outplay him and win games

    Spirit is the DEFINITION of uninteractivity, her best "mind game" is literally standing still, a "Did you bring spine chill or are you getting hit for free from invisibility". Force that kind of 50:50 often enough while not doing the same version every time to be predictable and you are literally getting free downs at the cost of zero interaction.

    Granted, not enough to win matches against 4 minute gen rush squads, but enough to be utterly annoying to die against and hilariously powerful when proxycamping. Not to even say anything about that ludicrous lunge range she gets out of her complete invisibility for free.

    There's a reason Wraith can't just swing from his cloaked state, and even THAT would be more interactive than Spirit is. She needs an outright rework, not a nerf.

    I don't mind losing to killers who play extremely well and earn their hits by outplaying me, especially nurses who have to master a movement system on quite literally another level (although they are currently getting a bit boosted by the busted hitboxes)

    The combination of Spirit's bonus lunge range from complete invisibility and the hitboxes tho? Makes me wanna commit uninstall xD

  • I wish wish wish wish i had known how much value the Prestige options had - my Claudette was level 50 way before the Legacy cutoff and i pumped enough points into her to have her P3, but i never bothered. God damn would i like to have those skins today.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923023#Comment_1923023

    Sadly 70-90 ping is quite normal for console. I shudder to think what our Switch cousins get....

    i SUPPOSEDLY get like 25-30ms on PC, and clips like that still happen to me every single day, it's ridiculous. Either the ping indicator is just outright lying, or more likely the opponents high ping is the actually deciding factor - and it's annoying from both sides. I've literally turned crossplay off because of it (and because your average purple rank console player doesn't know how to M1 a gen)

  • Hatch standoffs are effectively gone because grabs at the hatch are gone. The survivor with the key gets 100% priority and just jumps out, even if you land a downing hit as they are jumping in. Keys are incredibly busted, always have been. The amount of times i get stuck with 1 kill because 3 survivors happily yeet through the hatch (that they picked the location for) just feels absolutely awful.

    Yes, i can consistently 3k and 4k if i proxy-patrol, force 1 for 1 trades, and slow gens with slugging. But i find those "effective" playstyles to be INCREDIBLY boring, both to play against, and to play myself.

    If you wanna call me "bad" at killer for not using the most powerful (but boring) strategies at my disposal, go ahead. I would like to not be forced to use them. In fact i would like to see the game as a whole move away from making them both as powerful, and as "necessary" as they are right now.

    Go ahead and watch some youtube videos of the absolute top killers, in 2018 and now. Let's take Tru3 as an example, because he represents this very well. He himself gave detailed analysis of the weak points of the game design for years and years, until he snapped and decided he'd just play the "optimal" style the devs are promoting. And now he gets quad-kills on the regular while people tons of people slugged for minutes, to ensure they are off of gens. To a point where he's keeping closer track of who has Unbreakable, than who has DS. Is that REALLY the gameplay DbD needs or thrives off of? Cause yeah, i could play like that, i just don't want to.

    Don't get me wrong, you bring a key and i'll proxycamp you and force 1 for 1s so i can hopefully get 2 kills before the hatch spawns for my black-pip - i just don't think that level of stress for no possible reward (because lets face it, you NEVER pip in red ranks if 2 people escape through the hatch after 3 gens) is good for the game. There's a reason my killer queue times are under 60 seconds, and my survivor queue times range between ~12 to 20 minutes on average.

  • Bonus points if you increase your goals for reducing dedicated server ping, because playing matches on 150ms is just completely impossible, and even at 60ms ping things like this are commonplace, even if the clip is a bit older:

    https://www.youtube.com/watch?v=2yLMJsaat8Q

  • DS unironically getting nerfed and even OoO being touched before Keys and their STILL BUFFED STATE are addressed is just a ludicrous joke though.

    Currently a single survivor can bring a key to have 22,5 seconds of wallhacks against the killer AND gain a free escape at a hatch location of their choice (Brown offering because why the ######### not make that brown instead of red)

    Does this iteration of DS do absolutely anything? Not really. You can still hop into lockers and stun yourself for a minute, hurray. Since you're now banned from all objectives if you don't want to lose your tunnel protection, i expect a whole lot more killers to try and tripple-tunnel down someone - again, the only even semi-viable strategies vs high rank survivors involve either eliminating the weakest player as quickly as possible or constantly keeping someone slugged, as gen regression perks keep eating nerfs after nerfs (pop, ruin, undying's gonna go too)

    Behavior, if you have any interest of making the game remotely playable at high skill levels, there are three DESPERATELY needed changes:

    • add a 5-10 second action to hatch unlocking
    • Only stop a generator from regressing if a survivor repairs it for at least the animation time taken to kick it, 0,01 second taps mid-chase are as broken as old hook 99% sabotaging
    • Doors constantly being left at 99% completely negates the existence of the Endgame collapse, therefor they should regress slowly while not being held. Additionally i would suggest the ability for a survivor to literally hold the switch up as long as they want, with the ability to then release the door by pressing spacebar. That way someone actually "holding the door" would still be a viable option for the current 99%ing, but at the cost of needing a "maintaining member".
  • Thing is the 2 most crucial powerups for "toxic squads" are still going to be in the game - Dead Hard to make loops THAT much safer and longer, and keys for a free escape after 1 death tops. It's dumb. It's dumb to the point where i intentionally run Plunderers Instinct on almost every survivor and i get a key in like 60% of my matches.

  • Update: the 9th killer stayed and committed his killer pick (Hag), a perk slot (Franklins), both addons (Mint Rag / Grandma's Heart) and his offering (Black Ward) to countering our key shenanigans. Close game, deserved victory for them

    Now ask yourself: Should a simple item a single survivor can have with a single brown offering by that same survivor have the power to demand a specific killer pick with a specific red addon and a dedicated perk slot to have any chance of countering it? No?

    *Then why are keys still not being fixed?*

    Thank you for coming to my ted talk

    PS: To be objective and actually make two key (badumm tss) suggestions:

    Using the key to open a hatch should be a 5-10 second action with a "difficult" skill check, brand new part style

    Touching a regressing generator should only stop the regression after AT LEAST as much time as the animation for the killer to kick it again takes, no 0,1 second mid-looping touch undoing the kick.

  • I just had a teabagging team who only brought in a sabo toolbox do TWO hatch escapes in my face with two plundered keys, do you really think i want to continue playing killer while the game is this heavily onesided just to make sure an average of 2 players escape at rank 15?

  • I hated Undying for its inconsistency and variance - Ruin bouncing 3 times means i have a chance vs the Rank 1 SWF teams i find myself going against, where as Undying and then Ruin being popped in 30 seconds has always meant the survivors can play with me like a toy to teabag (Because lets face it, survivors ARE still the power role by a mile and a half)

    But this? God damn, now i won't even randomly ever have a chance against those high ranking teams again. I might as well take off Undying, put Thanatophobia and naked Ruin and Pop back on and just accept the fact that it'll take less than three minutes to do 4 gens.

    And honestly "upgrading the teabag" as my friends have called it in this same patch and STILL no changes to keys while survivors can pick and choose the hatch location on a brown addon is just the perfect embodiment of the balance team's rank 15 survivor only perspective.

    I find myself playing less and less DbD as a result, honestly. On survivor i can bring a key and escape whenever i please, and if a killer wants to chase me i'll happily waste 4 minutes of their time and get my team ALL the gens, then die to a facecamp onehook. Only to then wait about 10-25 minutes for another lobby. Great experience.

    Meanwhile on killer even my variance based odd victory against these teams is going to go away now - while i'll continue to stomp on the non-optimal teams with relative ease after every 3-4 losses when the game decides it's time for a "pitty match" and throws me against a full green rank survivor lobby or puts a rank 18 console survivor in there. Great experience as well.

    We should start a charity drive with the incentive that we force Matheiu Cote to play a LENGTHY killer stream at high ranks. I genuinely wish the people making these balance decisions would expose themselves to high rank gameplay in larger doses regularly. The way they gather data simply doesn't cut it compared to how awful the game flow feels, they need to experience that for themselves, get some analyzing eyes on it (hire Tru3Tal3nt i dare you) and make adjustments that have been needed for years and years, but seem to get drowned out in survivor bias and lack of care for highly skilled rank gameplay.

  • Holding W to the nearest pallet isn't survivor skill though. The amount of resources should be balanced around the survivors that know what they are doing, when to take hits and when to drop pallets, how to not just camp at pallets to avoid creating deadzones etcetera.

    Right now the balance is in such a poor state that just holding Shift W to the nearest pallet, camping it and dropping it instantly is a VIABLE ESCAPE STRATEGY. When there are 3x more efficient strategies easily available. That's what i have a problem with, it's set up to literally reward bad survivor play, making great survivors immortal in the process.

    It's unfun to go against on killer and it's starting to outright bore me on survivor, because it forces every killer to play either Spirit, Nurse, or the same slugging deadzones tunnel strategy that i've gone against in 80% of my recent games.

    Yes you read that right, i want killer buffs to make my survivor games better. Not only am i sick of waiting for literally an average of above 10 minutes to find a lobby (with spikes up to 25 minutes during off-hours) but the games themselves are so boring because the killers are forced into the most "optimal" strategy of slugging by the sheer overflow of resources.

    I can only beg the developers to start listening to the people with thousands and thousands of hours like Tru3Tal3nt who seem to analyze the mechanical outcomes of their design decisions far better than their own internal balance team.

  • Dude i've had full voicechat teams with Object to tell my position from the original camera spin, 4 dead hard, 4 DS, BT and a spasm on the crouch button for like sixty percent of my recent killer games.

    It's not just you. I assume these guys were SWF, but honestly they might not have been. On Rank 2 survivor i've been paired with a rank 11 PC player, a rank 16 console player and a rank 18 console player, vs a rank 9 Killer (who proceeded to wreck my team in under three minutes)

    Matchmaking is beyond boned because the MMR system is utterly failing, and the ranks don't even do anything other than being a cosmetic icon anymore (plus lets be honest, pipping as survivor is SO much easier than pipping as killer)

  • TL;DR: Breakable walls are a huge problem because the time required to break them to disarm (former) godloops is a "secondary objective" most killers literally cannot afford to do against competent survivors.

    Matchmaking is in the worst state it's ever been, you would get more accurate matches by randomizing from the entire pool of online players (because matches would still be bad but at least queue times would go under 15 minutes)

    Bunch of balancing suggestions to compensate for the huge discrepancy of resources available on reworked maps pre- and post- rework (Ormond being the only map to actually get more balanced in the rework process, while every other map consistently became more survivor friendly, or at least more resource-loaded)

  • They are voluntarily picking one of the least viable killers against strong survivors, so they clearly don't give a ######### and just wanna play their own style. Against well equipped groups on voicecomms this game has two playable killers, Nurse and Spirit (specifically because non-interaction through their powers is the only thing in the game that beats an optimized squad)

    So if you ######### yourself to the point where even a rank 5 squad shouldn't have a single death against you by picking Demogorgon, clearly you're not playing to win, you're playing to have a good time and let others have a good time. That's the only take i can offer on it.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843083#Comment_1843083

    Really?!

    As killer I do it all the time if I’m not Clown. Eye on the bigger picture and all that stuff.

    Bigger picture and the fact that even a single survivor is actually the power role, if they're playing well. If you're not one of the few agency-stealing killers (Nurse, Spirit, and to a smaller degree Pyramid/Doctor/Huntress) the survivor FAR outpowers you. Keep chasing after that first hit and you're basically handing away 3 gens, you need to go find someone else out of position instead. Not fun, but just the state of genrush balancing vs chase times and pallet values.

  • Getting a single kill on killer. I'm genuinely at that point. Rank 4 now, blackpipping without a kill every game, full squads of 4 dead hards, 3-4 DS, 3-4 Iron Wills.

    Meanwhile when i play survivor i'm at rank 1 and i get genuine rank 18 console players into my teams. Feels like there are two worlds of matchmaking going on, both to the absolute opposite of my favor. "Lost" almost 90% of my last 50 games regardless of role, it's at the point where it's destroying my fun with the game complete. "Oh, another DC, oh well". "Oh, another full red rank sweaty team, wish i had one of those for once"

    So yea. My feels good moment is getting a single kill, or seeing a teammate get chased for more than 15 seconds total. I don't know why both of these things are this incredibly rare, but i guess that's just red rank matchmaking for you.

  • Updating this post because Page 2 came with its own broken challenge.

    Out of the 27 pallets ive dropped in my last 7 games, a whole 5 were counted (specifically 2 in one game and 3 in another, with all other 5 games just outright giving me ZERO progress)

    Come on behavior, how can that bloodpoint score event be so hard to track? Or are you going to tell me this challenge literally doesn't count when i stun the killer?

  • image.png

    Found another broken challenge - just compare the objective points scored in this match alone (third facecamper in a row btw,fun event) combined with yet another tracker that clearly is NOT taking the objectives points into account...

  • Split evenly between Freddy and Conehead. I dislike the idea of designing specific killers to disable key perks like Borrowed Time, it makes balancing around these "meta" perks utterly impossible.

    Pyramidhead takes the #1 spot with ease though, because his stupid cages don't count towards ANY archive objectives and it's genuinely hindering my progress at the moment. The only reason he's a top 5 killer is because he gets to ignore DS and BT and just remove a survivor from the game very quickly with a tripple tunnel. Also his camping power got so bad with the ability to just draw another circle around a cage, that they had to hotfix him to be slightly less broken strong at camping, that says everything about him.

    Huntress is IMHO one of the fairest high skill cap killers in the game, the only valid reason to dislike her at the moment is that the hit validation on dedicated servers is more outrageous than tail-grabbing in Fall Guys ^^ The few huntress's that i do lose games do have always deserved it.

  • While i fully agree with your argument OP, i will have to start throwing around eboni mori spam as well, as soon as the massive key buffs hit. I'm already stuck at Rank 8 because thirteen (13!!) Teams in a row brought keys and simply hopped out through the hatch after i had one or two kills, and when survivors are going to be given the ability to pick and choose the hatch's spawn location this is going to get REALLY out of control.

    You're gonna see 3 free escapes every single game if you take your time hooking everyone 3 times. You'll have 9 hooks, your first kill, and 3 queued up survivors grouping up in the shack for a hatch escape and an "Entity displeased".

    So with a massive key buff (WHAT THE F*!) incoming, i'm going just be mori-spamming as soon as it hits and i see a key in my lobbies. At that point it's strongest and most boring available item vs strongest and most boring available offering and i won't judge any killer who first-hook moris against my teams when we bring a key.

  • @SloppyKnockout said:

    Honestly, the way BHVR has this system implemented is very half-assed.

    I'm willing to bet this system falsely penalizes EAC crashes at about 2 times the rate of actual ragequit disconnects. And i bet about 500x that many ragequits now come in the form of suiciding on hook.

  • @anarchy753 said:

    Billy's power was a complete outlier amongst all killers.

    Permanent high mobility. Permanent one hit downing. No cooldown. No drawbacks. (Unless you missed and hit something like a rank 20.) And that was all before his 'broken' add ons.

    Bringing his power down to a more equal footing with the rest of the killers means that the killer role in general can see more global changes without Billy making them ridiculous.

    But can you reasonably say that he was stronger or offered less counterplay than Spirit and Nurse, even in their nerfed forms? Global mobility as an ability overall has become SO much less usefull in the advent of the Ruin nerf and the attached "Just hold M1 on the gen at any cost" meta. Sure IN THEORY you'd be able to reach threatened gens but in practise that just doesn't happen.

    He can't close out chases anywhere near as quick as Spirit, Nurse, Huntress or even Legion, Deathslinger and Clown. He has to chase like a standard M1 killer if he wants that second hit for the down, or he needs to catch survivors massively out of position to get the M2. A good survivor will never get chainsawed, not even with the instasaw addons, they'll just force window cycles over and over until Billy opts for the M1 - and at that point is he really THAT much stronger than a legion who can land 3-4 chain-injures on people in literal seconds.

    I just don't see the need to give him the Freddy Kneecap treatment outside of the low rank players crying because he has a dominant kill ratio against them (what a surprise if you stand in the chainsaw) or because the Bubba buff HAD to elevate Bubba higher than him (and i can't stop myself from thinking maybe it's because he was the strongest of the 5 free killers while Bubba is a cash only killer that can't even be unlocked through grind, even though i understand the reasoning due to license fees)

  • @thesuicidefox said:

    To be entirely frank, if you just aim to get your challenge and nothing else you could do it and still probably depip in the process. Just over commit to it, you will probably still die fast but at least you got the challenge done. The only ones that might be tough are Dwight's, as one requires you to do 2 gens as Dwight in 1 game and another requires you to escape AFTER someone else escapes when you have Bond.

    That said, I doubt it will change your experience. I always notice that purple and green rank killers are WAY more toxic when it comes to mori and stuff. Red rank killers are usually just very good is all. Their not purposely trying to be toxic but will do what they gotta do to win. Purple/green rank killers will purposely be super toxic just to spite survivors.

    Could also try to find a group and play some SWF together, increase your chances a bit.

    Sadly with challenges like "get 2 safe unhooks" it just doesn't work if the killer chases you down first (even if you deliver him a 3 minute chase meal) and then moris you after that first hook - i literally took 4 games to get that challenge done because killers were DETERMINED to hook and mori me first.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125134#Comment_1125134

    I cannot confirm one way or the other, I'm just saying that this isn't the first time we've tried to cut down on perk stacking. Exhaustion perks proved to be too much in the past, and it was getting to the point where slowdown perks were in the same boat.

    I'm really hoping you're exaggerating, considering that even before the Ruin nerf good squads could absolutely 100% consistently do all 5 gens in 6 minutes or less, cut down further to consistently being around 4 - 4:30 minutes if using Toolboxes and/or Prove Thyself.

    You cannot possibly want the game to move towards 5 minute matches while there are anything in the range of 20-30 pallets on each map, with a dozen or more of them being unmindgameable and thus straight up requiring giving the survivor another ~20ish seconds of chase time minimum.

    I recently easily looped a Ghostface for almost four minutes on just seven pallets combined in the downstairs area of The Game. He played the chase absolutely perfectly but i was NEVER threatened to take a hit, for enough time for three whole generators to be finished by only two remaining teammates, plus a door with a bodyblock escape. The gen slowdown perks weren't even strong ENOUGH to counteract good survivors and the bajillion freebies they have available.

    Me and my friends consistently get 3 or 4 people escaping and i'm literally the only one on our squad who has access to DS, Unbreakable and Borrowed Time on 1 character (with 1 more having BT+Unbreakable cause he's a bill main and the rest having absolutely no meta perks)

  • Matchmaking. As a solo queue Rank 1 survivor, i have on average 2 teammates per match below rank 10, who are absolute miles behind me in terms of mechanical skill, perk quality, game knowledge and timing execution and i pay deerly for it every single time.

    Meanwhile, when i try to rank up as killer, i always queue into lobbies within literally 10 seconds, only to find out after the match why, i'm being used as grace fodder for long queue Rank 1 teams. In theory i wouldn't mind, but having nothing but THE best of the best top 1% survivors as my opponents is incredibly frustrating because it forces me into a playstyle i dislike, picking off easy targets and slugging, or simply facing 4 man escapes as a punishment for not doing so. I mean, the last game i played doesn't need much commentating, i got 7 hooks total but specifically chose not to tunnel anyone down and STILL got hit with a DS by a meg which got unhooked 58 seconds earlier (watched the video back because i couldn't BELIEVE she still had it active)

    image.png

    So basically i'm hard stuck around rank 10 as killer because i cannot stop facing purely Rank 3-1 SWF squads and my Rank 1 survivor experience is miserable because i'm constantly matched with vastly weaker players that i cannot stop from dying pretty quickly if the killers do the one sensible thing, figure out the weak link and kill off the repair speed as fast as possible (because with Ruin gone, there now isn't much of a difference in repair threat between a rank 1 and a rank 10)

    Solution? I don't know, honestly i do not know. I don't know if we NEED a seperate SWF queue, but with BHVR basically pointing in the direction of "we'll ditch match balance for short queue times and decent ping" in their recent dev blogs, i don't have much hope. And with the game REFUSING to offer me fair matches, i don't think i'll keep playing much longer, or buy the new DLC.

  • Oh i'm 100% real about it. With killers nerfed to the point of being weaker than a single survivor i dont even have fun stomping at rank 1 anymore. All i ever lose to are mistakes on my end, or way more commonly afk teammates and utterly bullshit dedicated server hits 😂

  • At this point the "Drop 4 pallets that stun the killer" quest might as well just be a "Take 4 hits through pallets" quest. Because you know... with the dedicated servers every time you get a pallet stun it's also a guaranteed hit. So trust me, you DONT want THESE dedicated servers on console. You REALLY REALLY dont.

  • Back again seven weeks later and my point still stands. The dedicated servers are so far beyond awful it makes me play the game less than half of the amount i used to, while having a miserable time with every minute of it. *I WILL PAY YOU LITERAL MONEY TO GET ME OFF THIS*. PLEASE! i'm begging you i'd pay a 100€ ######### fee to be allowed to host my own lobbies.

    I just want to be able to actually play the game without playing "will i take a 500 ms ping hit through this EU pallet/window" twenty times a match. There's literally no gameplay left over. I can't grab survivors as killer because high ping cancels the action. I get hit through about 40-60% of my vaults even when im long gone when playing survivor. All the while sitting literally smacked down in the middle of europe in germany on a 50 mbit broadband connection with <20ms ping to every other game i play.

    It's one thing to have glitches in the game, it's another to have the game perpetually unplayable because absolutely no match ever has even <100 ms ping. I'm not exactly sure why this is happening but it seems to accidentally asign me to russia all the time (over 50% of the players i get matched with are now from russia)


    At this point i think i'm giving up on finishing the rift specifically because i simply cannot play matches at all. How sad is that?

  • Thanks, i guess that means all i can do now is just play BP farming matches with my doctor (they're long, good exp), to earn more Rift shards. Man if i hadnt gotten 5 free levels off the glitch which made them retroactively apply the previous 11 days of exp, i would NOT have gotten to lvl 70 even though im a REALLY dedicated player

    They need to make the pacing a bit friendlier in the next archives, ESPECIALLY considering how much this smells of them just wanting people to pay for tiers, fortnite style.

  • @InnCognito said:

    I cannot STOMACH obsession mechanics. I never run perks that have them. yet 90% of the time. I am the obsession in a match. It promotes tunneling and tbh the killer doesn't have a reason NOT to tunnel.

    Since this IS the case. I believe that if the survivor does NOT have a perk that has the Entity obsession clause, than the survivor should NOT be one. Even IF the killer IS running perks that ARE obsession. It should be a high risk gamble for both sides.

    How does the existance of an obsession promote tunneling? There's no benefit for a killer to having an obsession unless they run obsession based perks - tunneling a single survivor is always stupid, because it can be easily punished by unbreakable, DS, adrenaline, dead hard etc etc (all the survivor meta perks are strong because they strongly counter tunneling and fast-kill strategies)

  • @BDS22 i mean up until now you literally dont know where she's phasing or THAT she's phasing until she grabs you off a gen. LOL.

  • It's not fun either way around. I had no fun playing killer when everyone was burning through their instakits and im not having fun playing survivor now that everyone is burning through their prayer beads

    I enjoy both roles and previous i would've simply stuck to playing the one people are abusing while not abusing it. Makes for good matches when people are actively happy to just NOT play their Xth game against the same dumb thing

    BUT the archives have thrown this upside down. I have every single killer objective of Page 2 completed. I literally HAVE to play survivor at this point. How am i gonna land 2 pallet stuns in 1 game while everyone is ######### prayer beads spirit? That's just not gonna happen

  • @Jed_Olsen said:

    Why don't you name it "DBD First"? Has a ring to it

    I see what you did there ;)

    And i fully acknowledge it's VERY unlikely something like this would ever be implemented into DbD, heck i'm not even sure if i'd actually welcome it. It's more that i wanna shine a light on the fact im SO desperate to get off the dedicated servers that i would LITERALLY throw money at Behaviour to make them go away.

    I would *PAY ACTUAL MONEY to return to a system people used to hack and cheat.* Because that only happened once every what 10-15 games? The dedicated servers have a match-deciding impact on me and my team almost in 80%-90% of our games. Free hits, lagged out interactions, it's just so awful we would pay our way out of infrastructure that cannot have been cheap to set up.

    When you can consistently count half a dozen free hits per match off of vaults and pallet drops that would've been perfectly fine in a pre-dedicated server era,.. it's frustrating. DEEPLY frustrating.

    And at this point, while i have mad respect for Behaviour for attempting to set something up that even Call of Duty and other BILLION dollar franchises have simply surrendered on, i'd like to opt out. The fact that i'd pay to do said opt-out says a lot about my personal experience with the dedicated servers. I can only hand out one to two star ratings on surveys so often before i get frustrated they're still a thing.

    Thing is: If i understand the interlinking process that occurs at the start of kill-your-friends matches correctly, THOSE MATCHES still use peer to peer connections! So the architecture is still in the client, it's just not used for the modes i play most.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/798386#Comment_798386

    Tell me what's very difficult and requires a lot of skill and knowledge about the game opening multiple chests in one trial? Because as far as I know, the only actual difficult part is hoping your team doesn't purposely cuck you over. That is literally the only real obstacle.

    There's a difference between challenging and annoying. Most of them aren't challenging. They're just annoying -- and they're not annoying because they're hard, but because they require the stars and planets to align and other people to co-operate with you to get them done. You are not the factor for getting the "challenge" done. Other people on your own team are. That completely eliminates the point of a challenge.

    Pretty certain this is influenced by the fact that so far we are literally only seeing lvl 1 out of 4 levels of challenges - im assuming the future sets are going to be increasingly more difficult, as that was how it was officially announced

  • I'm going to bump this as it is the most viewed Topic i've ever made on these forums, and i think the mechanic should still be expanded upon to be more consistent. It would also enable it to be added to Tooltips on loading screens.

  • Little addition out of sheer adamant frustration, if the Dedicated Servers don't get VASTLY improved and we don't return to Peer2Peer hosting on stable ~100ms ping, i guess the huntress is a completely RNG/dead killer anyway. She never was the most consistent, but with Dedicated Servers on it's just a complete shitfest... Hatchets going right through people, Hatchets hitting and impacting on open air where survivor hitboxes were multiple seconds ago... i'm going to stop playing her completely at this point. It's no use.

  • @not_Queen said:

    No update tomorrow sadly. @Dr_Loomis

    We haven't shared a date yet for the Mid-chapter update but the event was announced for the 22nd so we had to announce the delay today. We ran into a few issues which forced us to delay the release of the event to the Mid-chapter release. (ETA still unannounced)

    ETA still unannounced makes me VERY anxious we're even getting it next week. That's kinda unfortunate i was really looking forward to this. Hope we at least get it started in time for it still to even be a halloween event

  • @MongByeolBuddies said:

    https://forum.deadbydaylight.com/en/discussion/comment/767072#Comment_767072

    I like this idea as well; it would be fun to keep chucking hatchets without having to reload! I also like gameplay-changing add-ons.

    If they ever rework Huntress add-ons to give her two ultra rares, a potential other gameplay-changing one could be to remove her ax and increase her movement speed to 4.6 mps so you can no longer M1 people but you move faster.

    Huntress is one of my absolutely favorite killers, and probably one of the ones that will suffer the most from the... less amazing aspects of the dedicated servers, as her hatchets are going to become even more inconsistent.

    I dislike that in her current state the best play against her is to simply loop her with more distance, abusing her low movement speed and lack of gen pressure to finish all 5 gens in like 4 minutes. It's not fun to play against her that way and it's not fun to have that played against me. Feels like im playing Ruin RNG with a few sprinkles of DbD in between.

    So if anything can be done to make her kit more interesting and give her powerfull addons that people dont automatically quit against, that'd be a great reason to play her more. Right now the only reason i feel like i CAN play her is because im in low ranks. Once i hit rank 7 i'll start running into mass DS adrenaline toolboxes again

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