KateMain86
KateMain86
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3055983#Comment_3055983
Yes its still a game not everyone plays games casually. The majority of people who play games is to win or to achieve something not just to have fun almost all games are challenging to some degree even party games like mario party or fall guys or among us.
And I'll never understand why there are some players who see the value in playing this game on any higher level than casually. DBD is just a hide and seek game with a horror theme. What reason do people have to be exceptional at a game like this? This game is all about the shenanigans. All about the crazy reckless fun. Its a very simple and straight forward game that friends can goof off in and have fun. I just don't see the value in being a "pro gamer" in a game like this. Do people really want DBD to be some kind of competitive themed game? I promise you thats not why people started playing this game and after 6 years its clear to me its not what most people want.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3055975#Comment_3055975
I just want one person to tell me why they dont want to get chased and get better.
I've been playing this game for nearly 2,500 hours as a survivor main. I've gotten a lot better at running the killer than I was when I first started. That time serves little to no help whatsoever when dealing with a killer thats right in your face right off the hook. Theres a difference between running the killer and running the killer right off the hook. Its a much different situation when the setup there favors the killer and especially so if you have a team that isn't willing to try to take hits for you to buy you time. Its all situational but in most situations tunneled survivors are going to find themselves out of the match faster than it took them to find one.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3055964#Comment_3055964
Survivors shouldn't have to turn a game into a job to be good enough
Meanwhile DBD is a job for killers..
I've had plenty of matches where the killer never tunneled or camped and still won (4k). You don't have to do this to win and honestly if getting a 4k is that important to a killer or to be considered a win is it really a game anymore at that point?
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3055964#Comment_3055964
It doesn't take that much to learn how to loop for 25 seconds. With bt and now with base kit bt you can get to a loop 8/10. Like I said you don't have to be the ultimate looper but if you don't know how to loop and don't try to learn you are just going to hinder your team from getting wins. People want to have fun right well looping is fun I don't see what's fun about holding m1 and sitting there doing a gen. You do not have to try to be a try hard survivor just to do the minimal amount of looping to help your team. Every single game you play is a learning experience and you get better the more experience you get.
I love interacting with the killer. I much prefer interacting with the killer than doing gens any day. What I don't like is being put into a situation that puts me in a seemingly impossible situation where I feel powerless to do anything about it. I have tried getting better at looping and escaping tunnels and in the rare occasion I do but most of the time me suddenly going into "pro gamer" mode to avoid a tunnel is not going to end well. I have no other incentive to play this game other than for my own entertainment. I'm not going to stress myself out every time I play this game to try to deal with toxic killers who think its Ok to rush down someone right off the hook. If theres anything unsportsmanlike in this game, its tunneling.
I don't know how the new changes are going to affect tunneling. I will try it out when it goes live but honestly I don't see killer mains giving up on trying regardless if BT is base kit. They will figure something out to keep doing it and if they can't we'll just hear more complaining about something that should've been rooted out of this game years ago.
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Its not learning from your mistakes when the killer continuously runs after you right off the hook and there literally is nothing you can do about it. Your expectation seems to be for survivors to have some kind of competitive or high skilled mindset playing this game when that is not the reality at all. Most survivors can't run or loop killer like the top MMR players can and they probably never will. Survivors shouldn't have to turn a game into a job to be good enough to prevent something that killers shouldn't be doing in the first place. People just want to have fun and for survivors there is nothing less fun that being ran down by a killer right off the hook, especially early in the game.
Tunneling is a BAD thing and its bad for this game.
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Map offerings are awesome! Theres some maps I love playing on a lot more than others and if I go awhile without getting them its always good to have a map offering to take me there if I'm wanting to see something different. I only wish they appeared in the blood web more often or maybe an item trade in system where I could trade offerings I never use for them.
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BNPs may become the new norm and just the overall extra use of tool boxes for extra repair speed. People will figure out something to adjust to the changes. They always do. And if it isn't good enough they'll say so here to which it'll be back to the usual "I'm right you're wrong" threads.
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@foodie said:
I'm always left surprised and shocked when a killer is not tunneling, camping or proxy camping. That 1-2 K is too important to most, and you know these are the same people that complain of BT and DS. I don't play killer much but when I do, I don't camp or tunnel and I don't get hit by DS or tunnel the poor BT survivor. These perks are easily avoidable, and it's more fun to alternate hooked survivors than sit next to the hook and wait.
Some people just enjoy ruining other people's time whilst wasting their own. It's really the individual person's choice on how they want to play, and it seems most prefer to sit at hooks and chase the same person.
Taking a break from the game is healthy, I took a few years break and seeing how the game is not offering much, a new break might be coming.
This is exactly how I feel when camping and tunneling doesn't happen. Its been out of control since I started playing over 2 years ago. I imagine its been a problem for longer. These actions are a huge deterrent from wanting to play the game. The OP mentioned this as well and I do believe camping and tunneling is one of the biggest reasons survivor mains play less often if even at all anymore.
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I think it would be a good idea to halt content release until ongoing in game issues are addressed. It would be a way to let the players know these things aren't ignored or forgotten and instill confidence of the player base in the devs. I know content is important for live games but every time something new comes out I see endless complaints from players that wish problems within the game were handled first.
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@AnnoyingNarrator said:
Picture a horror movie where everyone is in the same call. That is what SWF is.
SWF with Coms is, in my opinion, the single greatest problem in the game because it throws everything off balance.
DBD has a lot of perks that can be broken if timed correctly, but they are limited in effectiveness by that exact same timing. But if you happen to know exactly what the killer is doing at all times, it can be very easy to use these perks to their fullest effect.
As Solo Que, Soul Guard is a perk that will rarely be used. In SWF, it is a very powerful way to deny a down.
Speaking of Perks, SWF can do something so evil and so broken that I consider it to be one of the strongest things survivors can do. They can all play the same character. This makes keeping track of whose who incredibly hard and can easily make it impossible to keep track of which survivor has which perk. Combine this with the aforementioned ability to make certain perks very strong, and you can make the killer have a very, very bad time.
However, it should be noted that not all SWF are like this. In fact, most SWF are just that, friends playing a game together.
This leads us to the reason why SWF is a Deal with the Devil.
On One Hand, players get to play with their friends which greatly increases the amount of enjoyment for many people.
On the Other Hand, the potential to abuse SWF to make the killer's life miserable is now there.
While I don't think that SWF are responsible for all killer's toxic behavior, I do think that it can easy lead to a sort of arms race where killers always bring the strongest stuff because they don't want to have to go up against a fully decked out SWF with a weak build.
SWF, for all of the fun it can give people, completely changes the balance of the game. What is supposed to be four strangers taken from their world and forced to work together despite their differences to escape from an crazed, unstoppable killer turns into four survivors who all have cell phones working to complete some generators in order to escape for a killer that is actually quite stoppable.
Going by the comparisons you made, if DBD had any sense of realism the survivors in solo que would all communicate with each other within the match anyway. An example would be one survivor telling another they just saw the killer somewhere and who it is but in the actual game all we can do is point and motion follow because we all forgot how to talk for some reason.
SWF is just how a lot of people want to play this game. I know people who won't play it any other way. Its how I used to play it a lot when my friends played and from experience the fun factor with SWF is vastly different than it is with solo que. I don't think they will ever remove SWF from the game. Doing so would undoubtedly make a lot of people quit and I highly doubt they would start playing killer afterwards.
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I think its because a lot survivor's experience with nurse seems to have more common matches where they win very fast as compared to other killers that usually have longer lasting matches like the trapper. When that happens for awhile people will start to think that one killer has more power and control over the match than others so they will think the killer needs to be nerfed and feel more like playing against other killers. I think this is one of those things though that may be hard to address because there are people on both sides of the debate on whether nurse is overpowered or not. You don't want to upset the nurse mains with a nerf but you also don't want there to be endless "nurse needs a nerf" threads from survivors so they don't think they aren't being heard. Balance in this game does seem to be a difficult thing to address when you're trying to keep both sides happy.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3053002#Comment_3053002
Not yield but thanks for the information. I have particular tomato plant I have taken pride in. I trained it as a double vine and each vine is 8 ft tall so far. Heavy producer to say the least but it filled me with pride to do so well my first go around.
Where I'm from, we just stick 'em in the ground and eat 'em when they're ready to pick. Whatever doesn't produce gets fed to the chickens.
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@yato said:
Devs, just say... Delete this map pls, it is not a dbd map, it is not funny and i don't know one who enjoy it
I enjoy it. I've played probably upwards of 100 RPD map offerings since it came out. I love this map and I'm actually sad they're reworking it. I hope it isn't changed too much. Maybe they'll add some new things to it to make it scarier. Overall though I think the map is by far the best map they have made for the game and I'm going to try to use my RPD offerings up before the change comes.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3052144#Comment_3052144
Has any particular vegetable or tree brought more pride than the other? I’ve been thinking about trying a fruit tree or two next year.
Do you mean yield? I've never heard the word "pride" used in the context you did so not completely sure what you mean. If you mean yield, it all depends on the weather. Where I live we get a lot of stormy weather throughout the year and the high winds can knock blooms off the trees. I have lemon, plum and orange trees. My lemon tree usually produces the most with sometimes having about a hundred lemons at time of harvest. The vegetables are more high maintenance because of bugs and animals that like to eat them. Its been awhile since I last did gardening and right now I just tend to the fruit trees.
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I've been doing gardening my entire life. Mostly food gardening of vegetables and fruit trees. Its always relaxing to get out in nature.
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@notJustDante said:
https://forum.deadbydaylight.com/en/discussion/comment/3051918#Comment_3051918
If that was implemented camping would be totally pointless. The idea is not to remove the strategy completely but to give survivors a chance to do something about it and give the killer a reason to not do it.
Describing camping as simply "not fair" is not a very good way to argue about it. In my opinion, saying that camping should be completely removed is equivalent to saying that SWF shouldn't be allowed. There is nothing wrong with doing any of these, players can play the game the way they like it, so the devs' duty is to make sure that the way that one person has fun is not ruining everyone else's fun.
Take this future patch as an example, the devs made sure to not remove the tunneling strategy from the game, but they made changes to make it more difficult for the killer to do it and possibly fairer. If they removed tunneling completely it would not be a good way to address the issue, but of course, they can't ignore it forever either.
Having a change that discourages killers to do "unfun" strategies is all we need.
Yea that was the idea behind my suggestion. In the situation I described it would allow the hooked survivor to do something about it, but not right away. The killer could still camp but it would be risky because if the killer did camp under my suggestion they would then have to follow up with another chase if the survivor chooses to unhook their self and try to run away. The killer would then need to weight their options and decide whether or not its worth camping a survivor knowing that if they do there is a chance they can escape because they chose to camp in the first place instead of going somewhere else. Another words the risk would be much higher for camping and it would discourage killers from doing it. I would say though that the idea I mentioned would probably only be fair during the actual match and not the end game collapse.
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@notJustDante said:
https://forum.deadbydaylight.com/en/discussion/comment/3051827#Comment_3051827
Oh, so you mean a guaranteed way to escape? That is also unfair. Neither the survivor nor the killer should be able to have a guaranteed way of surviving/killing someone supported by a mechanic.
A guaranteed way to unhook themselves with endurance, which only happens under the circumstance of camping, which is not fair. The idea would be this would not happen if they do not camp. And it would only guarantee they can unhook. It wouldn't guarantee the killer wouldn't tunnel them. All of this is conditional.
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@notJustDante said:
https://forum.deadbydaylight.com/en/discussion/comment/3051815#Comment_3051815
Luck is not a fair way to address this issue. Doesn't matter the odds, if low or high, making survivors depend on a kobe to deal with the camping killer is not fair for both the survivor and the killer.
It wouldn't be luck. It would be conditional. If the killer camps (which is unfair) then the hooked survivor will get progress towards being able to unhook themselves successfully. Obviously it wouldn't be wise to try until you get the 100% chance which would be the point. It would punish the killer for playing this way and give the survivor a chance to get away from an otherwise hopeless situation without intervention.
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I think if the killer stays within a certain proximity of a hooked survivor then that survivor should get an increased chance to escape the hook with the endurance status effect until its a 100% chance. They could call it adrenaline 2.0.
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Once you look this cool you can never go back to the basics. 😎
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The most satisfying thing for me in DBD is getting a save with head on or getting a save with flash bang and sabotaging the hook in front of the killer after just because. 😄 I also like to hide in nearby lockers when I replace sabo with blast mine and watch the killer blind themselves then stun them with head on if they run by the locker. Yea I'm that survivor. 😈
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@Rizzo said:
I'm going to reiterate this once more: please try to stay on topic and be respectful.
I saw your reply after refreshing the page when I made my last 2 replies. Sometimes I'll reply and not refresh the page for awhile or check back at a later time. I'm sorry if any of my replies were not entirely on topic.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3050910#Comment_3050910
And who decides that now it's not the time? And why wouldn't it be the time now? Should we wait a couple more hundred years until we're all dead? I don't think so.
Imagine if they had the same mentality when it came to POC rights and women rights "not the time right now". I think the best time was yesterday, second best time it's today to improve things and be more inclusive of everyone.
I was talking in context of the world view of gender identity. When I said "now is not that time" I meant the world's reception of gender identity outside of the norm being vastly more accepting of it than it is now. Its why I said when it comes to gender identity the norm of male and female is seen the most, but we do see other aspects than just the norm happening. Its just not happening over night. At some point in the future, which I believe to be the very distant future, gender identity outside the norm of male and female may very well be a common thing in the world view of it. Now, as I said, is simply not that time we are living in.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3050910#Comment_3050910
Oh no, not everyone who doesn’t recognize other genders is filled with hatred. There are of course just uneducated people that don’t know better and that is not always their own fault.
you make a great point here why we need way more representation in videogames and media in general, thanks. (Really weird to raise this point and then add now is not the time though..)
also the people that actively speak against inclusion that are fully aware of gender concepts and have all the means to educate themselves - yeah those are probably filled with hatred.
I actually don't understand what constitutes the existence of a new gender. When people say they are non binary I really don't understand how to process that and I think the same can be said for the majority of humanity which is why I mentioned the current world view of gender identity. In fact "non binary" is a term I had only first heard of recently in my life. As far as everything else, I've seen people say they identify as certain things but I don't understand it. Everything I've ever heard about gender identity outside of the norm has only confused me.
My points in my previous reply were about why gender identity outside of the norm is a slow process. Yes, more representation in games and media helps that slow process, but its still a slow process and I believe its going to be that way for a long time to come. How its done matters too on top of how often it is done for the sake of normalization. The world view on anything that has been the norm forever will never change over night.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3050854#Comment_3050854
It’s just a game, we don’t need to be excluding certain genders to please those filled with hatred. Just let the creators create the characters they want without trying to limit them
I really hope you're not implying everyone who doesn't recognize genders outside male and female are filled with hatred, or do so because of that. I don't think you are, but people could take what you said that way. Gender identity outside of male and female is something that is not widely accepted and recognized in the world. Its why in gaming and entertainment in general you don't see gender identity go beyond this often. That and also the desire to appeal to the majority for the sake of business. Its why I think representation outside of the norm is a slow process. In time this may change (the world view of gender identity) and you will see that represented in media more often than you do now, but now is not that time.
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I think a pirate themed survivor and killer would be really cool.
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I think the next original survivor should be super cool, have great perks and appeal to as many people as possible.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3048039#Comment_3048039
For the thousandth time, an in game strategy isn’t toxic. It’s almost like toxic doesn’t have a set definition anymore.
And for the ten thousandth time, survivors are sick and tired of being camped and tunneled into oblivion in this game. I think when you have years of constant complaints of the same 2 things that survivors say ruin their fun and overall enjoyment of the game then I'm pretty sure it might be seen as something toxic to a lot of people. This isn't about what the word toxic means. This is about what the action itself produces which is what you see in the OP of this thread which is just one of many. Survivors are largely powerless to deal with killers who play this way and even more-so in solo que when you have to hope that someone on your team knows what is going on and can somehow do something to get you out of that situation. It doesn't happen often and a lot of attempts just lead to the person that tried being the next person camped and tunneled. Almost every time I come to the forums I see a new post about someone complaining about camping and tunneling. How long do survivors have to keep talking about this before something significant enough is done about it? This "in game strategy" has caused too much frustration to too many people for far too long.
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Several of Kate's cosmetics have bugs in them at the moment. This is a new one I haven't seen yet. I posted about a few other cosmetic problems with Kate back in January and they're still the same.
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My guess is it has to do with marketing. Offering exclusives on a certain platform creates an incentive to play the game on that platform.
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I think the next few original chapters are going to have to be very good to keep lasting interest in this game. I don't know what licenses they may bring in the future but honestly I don't think there are that many out there that would really be as good or better than the ones we've already gotten. The RE chapter was the best one and they're doing another one instead of going with a different license. If I had to guess its because of how popular the first RE chapter was but honestly I don't think the next one is going to be as popular because its more of a previous license rather than something completely new. We already have Resident Evil, Silent Hill, Saw, Hellraiser, Freddy, Halloween, Sadako, Ash from Evil Dead, Leatherface and Ghostface. These are all big name licenses in one place and yet it seems like its not enough to sustain the games future in the long run. Cool content is fun but if the game itself isn't fun to play then no amount of content is going to change that.
Apart from new chapter content, I think quicker bug fixes and overall game balance are probably as important if not more important than new content. The game is about to change with the overall meta playstyle. A lot of perks are changing and we'll have to wait and see how players respond to it once it goes live. Its going to change the norm which is going to take getting used to. If players like the overall feel of the game then I think that can help sustain the game for awhile too. Ultimately its going to be a combination of cool new content and balance that will determine the game's future.
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I used to think Nurse was too powerful but the more I played against the nurse the more I learned how to counter them. Lately though I have hardly seen the nurse at all. I think in the past month I have only played against 2 or 3 nurses. When I do get the nurse now, they are either very easy to dodge blink attacks or just are spot on with them. There doesn't really seem to be an in-between. I imagine at high mmr nurse players are probably insanely difficult to win against. I wonder if that is where a lot of the complaints about nurse are coming from. For me I can usually tell with the first interaction with the nurse how good they are and from there I adjust my playstyle. Quick and quiet seems to be a good perk to use against the nurse for when you need to jump in a locker fast. I guess for me since I hardly ever see the nurse I don't see this killer as that big of a problem. Maybe if I got this killer several times a day and saw a pattern I'd think different but that just hasn't happened. For me lately its been mostly Legion and playing mending simulator is getting old.
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@Mitsui said:
The truth is that there is a new outfit but they don't solve the errors of the other outfits :(
I love the new outfit but I am not buying it until her current cosmetics are fixed. I don't know whats taking so long but even a simple acknowledgement of Kate's cosmetic issues would be better than nothing.
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@Beatricks said:
Language difference, abuse, technical aspects to a game which has so thin spaghetti code that if you change a pixel on Nurse's character you'll freeze in position if you drop a pallet with Adam on Gideon etc.
Apart from the technical stuff, language differences and the possibility for verbal abuse haven't stopped every other game out there from implementing it that has it. It would require more moderation but I don't think its reason enough to not have it.
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@Dsnooz said:
https://forum.deadbydaylight.com/en/discussion/comment/3043787#Comment_3043787
Games that have proximity chat will have people blasting you for having them on mute in post-game chat. As much as I'd love for proximity chat being disabled to be a solution, it just leads to new problems.
DbD also has gameplay that is mostly straight-forward and as a player moves up in MMR their teammates usually know what to do without communication.
Thats just the nature of online gaming. There would have to be a lot more moderation involved if it were an option though. Since the game is pretty straight forward something like a communication wheel would probably be a better idea. SWF would never use it but it would probably improve the overall solo que experience.
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@Dsnooz said:
https://forum.deadbydaylight.com/en/discussion/comment/3043254#Comment_3043254
Proximity chat always leads to verbal abuse & trolling of some kind. Some gamers will love it no matter what.
I've never been a fan of proximity chat, and I would literally stop playing DbD if proximity chat was added.
Even if you had the option to disable it? I probably wouldn't ever use it if it was an option for the same reasons but I don't see why it couldn't eventually become an option. A lot of other PvP games have a voice chat of some kind with the option to disable it if you don't want to use it or hear others. Then again a lot of killer mains complain about SWF and if DBD did have a voice chat option in game a lot more matches would probably end up feeling more like a SWF so theres that.
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I haven't looked at everything yet but I think iron will and DH got changed too much even though I hardly use either of them anymore. I guess we'll find out when everything goes live how much people think perks got changed too much.
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This must be happening more in certain regions because I hardly get them. I think I've had less than 10 matches total with hackers in the 2 years I've played. Maybe it happens more often at certain times of day? Come to think of it, I think its only happened to me when I turned cross play off.
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Yep I agree. Survivors do need a "give up" option when left in the dying state for too long and under certain conditions. You always want to be sure no one has unbreakable or other ways to pick themselves up first.
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You mean all this time the key to balancing the game was simply to reduce the number of pallets? And here I was thinking there wasn't enough. Honestly though I'm afraid the game needs much more than just a focus on pallets. In fact I'd argue this game will never truly be balanced enough to satisfy both sides.
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I got just around 300 but I also didn't play very much during the event. Camping and tunneling was a problem the first few days for me. I played some more a few days later and it wasn't as bad.
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@foxsansbox said:
They believe they're playing Resident Evil.
This made me laugh! 😂 Item management in Resident Evil is no joke.
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I stopped using items long ago. On the rare occasion I'll bring a map or a medkit but I found that bringing items all the time just resulted in me losing a bunch of items I didn't get to use. Franklins demise is another reason I don't bring items. If you get hit your item is going to lose charges and you still have to lose the killer and find your item again. Other than that, its just the amount of camping and tunneling that happens in the game that make items for me not really worth using. I can't tell you how many millions of BPs worth of items I have lost to items I didn't even get to use. I've said before that if you die in a match but don't use any charges on the item you brought that you should keep the item. I don't see that happening, so I just stopped bringing items.
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I don't agree with the OP on this. I have played SWF the same amount of time if not more as solo (nearly 2500 hours total) and I can tell you in my experience SWF is a million times more fun than playing solo. All of my friends have since quit playing the game and I play much less now because of it. The solo que experience is very different than SWF for obvious reasons. You never know who you will be matched with or how they will play. With SWF, the experience is more in your control but more importantly you get to play the game with your friends and create memories that can last a life time. There are matches I had with my SWF that were so much fun they would come up in conversation all the time and we would laugh at all the shenanigans we had. I have played thousands of matches in solo que and nearly all of them become forgotten memories.
I know SWF to many killer mains isn't always a fun experience but I'm afraid its something they're just going to have to endure if they keep playing. I really don't know what they could do to change SWF that would make it better for killers but also not taking that experience away from SWF. Removing it would undoubtedly bring about the end of the game, but so would less people playing killer. There really is no solution here for those who see SWF as a problem.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3038575#Comment_3038575
I definitely think that standing close enough to a survivor on a hook so that you can take 1 step and hit the survivor is way more rewarding than the effort it takes to do it. My biggest win streak, getting 3 to 4 kills, as killer was when I did 50 games in a row, standing about 1 step from the survivor. Near the end of it, I was getting survivors way more skilled than me and I assume I was at the top of MMR since it was 50 wins in a row.
However, my biggest grip is when someone does it from the start of the game and just judging from my games, that has increased a lot. (Also, there's a lot of forum threads about camping and tunneling which makes me think the same).
Wait... are you saying you face camped survivors 50 games in a row? Yikes...
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I love the RPD map. Yes I am a big RE fan but the map itself is fun for me. I like the fact I've played on it probably over a hundred times and its still scary to navigate and not always know where I'm going. I just wish there was more to it like wandering lickers and zombie jump scares. I really hope the rework doesn't change it too much and I'll be sad to see the current one as it is not be the same.
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How in the world can anyone play with these kind of graphic settings? It seems like this would be hard on the eyes after awhile but then again people have their own personal preferences with stuff like this. I'd actually prefer to turn brightness down to make the maps darker but I've never really messed with those settings. I just keep my graphics quality on the highest option and brightness on whatever the gaming mode my monitor has puts it at.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3038946#Comment_3038946
No,i'm saying the game should never be balanced favoring 1 side than the other,just because the people that only play one side will get upset about it and quit.
Play both roles and even if you cant understand and quit even after that,then I dont think there's many games like this that will satisfy you honestly.
But thats the great debate with this game... balance! Survivor mains and killer mains will always have some level of bias in their opinion about how they feel the game is balanced towards one side or the other. It doesn't mean they are right and it also doesn't mean they are wrong. At the end of the day people are just trying to have fun in this game and again what matters the most is players finding a reason to keep playing rather than quitting thinking the game will never be fun for them again.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/332250/time-to-be-a-survivor-main-bois
You know what's funny about this?
Posts like this with people saying they quit because they think game is gonna be killer sided starting next update.
https://forum.deadbydaylight.com/en/discussion/comment/3038934#Comment_3038934
🤣🤣
I have a feeling you're missing the point entirely and just thinking its better someone who is bias towards survivor quit the game than to stick around and keep playing which supports the game's future.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3038934#Comment_3038934
But its also bad for a game when someone only sees the game from one side,maybe before you quit,you should also play the other side to see how it feels to deal with it.
All they can do is give feedback with a bias perspective in that case. What matters is they are still playing and still potentially financially supporting the game in the future. Losing a player/customer is far worse than having one stay who is survivor sided.
