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Krimbar

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  • @ThiccBudhha said:

    Or maybe it is because 90% of perks aren't viable, that could be it too, especially when people beg them to nerf bad perks. Perhaps that is the bigger issue, here. I do not know, I am not Sherlock Holmes.

    Sure, and my point is that 90% of the perks aren't viable BECAUSE the core game is heavily flawed.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788393#Comment_2788393

    Info perks is good, but killers who can utilize instadowns are generally bad killers.

    Blight can use instadowns with iri tag, nurse uses a basic attack so she can insta down exposed survivors, Bubba can win the game with one use of his power, assuming no unbreakable (I know that bubba has huge limitations against the top players and relies heavily on survivor mistakes, but he showcases the sheer power he has.

  • @Kav said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788393#Comment_2788393

    So you think something like Starstruck is better than Ruin / Pop / Corrupt?

    Yes, being able to down multiple survivors with one hit is better than having regular chases to slow down gens.

  • @Kav said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788379#Comment_2788379

    Wait, what? What do you think are the best killer perks?

    Depending on the killer of course, insta downs and info perks

  • @fulltonon said:

    Strongest perks on killers are usually slowdowns I think?

    But it's in same principle, only way of playing as survivor is pretty much staying in gen.

    I don't think slow downs are that great since they only ever do anything IF you apply pressure but do nothing on their own.

  • This is just one of those things that goes to show that the devs can actually come up with fun and interesting mechanics and ideas, just when it comes to balance decisions and reacting to community feedback is where they are massively disappointing.

    Design/Art department: A Tier

    Storytelling: A Tier

    Events: Hit or miss

    Balance department: ?????????? L Tier

  • @GiveMeBoops said:

    Power struggle on The Game map might be really annoying.

    Pallets everywhere, noone is safe!

    Nobody used a map offering and the guy was just trying to get a challenge done.

    With the boil over and wiggle buff, you might wanna add a perk like diamond grip or something :D

  • @Ravenlord4711 said:

    you didnt go to the hook directly in front of you when you picked up the survivor.

    These words will haunt me in my dreams from now on, thank you

  • @dnj510 said:

    Power Struggle was buffed so the time it takes to drop a pallet was sped up.

    Yeah, I was used to people trying those setups when the killer happens to slug you, but as you can see I took a direct path to the nearest hook without any slugging, which is the 'crazy' part :D

    (In retrospect I know that there was a closer hook to my left which would have avoided that entirely, but in the moment that was the hook I saw closest.)

  • @dnj510 said:

    Looks like Power Struggle. Did you check his perks after the match or you just hurried to save the clip and make this post?

    It was power struggle! The guy had the full build for it: Unbreakable, Flip-Flop, Power Struggle

    I'm not confused about how he dropped the pallet on me, it's more the thing of how fast it was and the entire scenario :D

  • @ThatOneDemoPlayer said:

    Killing is not skillful. Hooking is not skillful. Doing Generators is not skillful. There's almost nothing "skillful" about the winning conditions of this game, the only way you can showcase skill in this game is during a chase, and chasing isn't even that hard

    Well that's a very subjective opinion, but being as we have to deal with this 'skill based' match making system, it should at least be based around the most skillful thing there is and not something that rudimentary in my opinion.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761634#Comment_2761634

    My solution to this is to make face camping as Bubba less rewarding. I think everyone can agree with that. Because at this point yes, you can "win" too easily using some strats.

    Yeah I can agree with that, and they did say they want camping to be less appealing for killers, but as almost everything else they say, it's coming soon™.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761611#Comment_2761611

    I guess in the same way as completely styling on your opponent in Tekken but still losing while your opponent sits and does the most boring strats of all time. At the end of the day a win is a win and if it's too easy to "win" in dbd then there are loads of other issues.

    Well, comparing an asymmetrical cat and mouse game to a 1vs1 fighting game designed with competitiveness in mind is just wrong, but what you can compare is facecamping which almost doesn't require any button inputs vs actually playing the game.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761586#Comment_2761586

    It shouldn't be but in the current meta it is. In tournaments the best strategy is to camp and tunnel. It is the most skillful play you can make sometimes but it shouldn't be cuz it's lame.

    I think the issue here is calling it 'skillful', it's very efficient, but I wouldn't call that the most skillful thing you can do in this game.

    If you look at the survivor equivalent of repairing gens as fast as the game allows it and avoiding the killer at all costs, I wouldn't call that very skillful either, but very efficient and smart.

  • Just touching on that last part there with the MMR system totally working thing.

    Didn't the lead game designer also say that currently the system will match players together EVEN if it knows (or predicts) that the killer will lose that match, because of backfill issues and prioritizing queue times over fair MM.

  • @SkeletalElite said:

    Another video from dupe report

    https://streamable.com/66648g

    Thank you for re-posting it here!

  • I mean it still should have connected I feel like. If you look at it frame by frame she's right in front of me when I attacked, and it's such a tight space too. You can see that I'm being blocked by her hitbox too. Maybe it would have connected if I looked more to the right, but it almost looked like she teleported.

  • @Labrac said:

    The first one was a Dead Hard, the second one was because you lunged instead of just hitting the attack button. Blight's hitbox when you lunge starts bigger but gets very thin during the lunge attack, you could have had her if you just had hit M1.

    It's just about the last hit, and I was pretty sure though that you can't tap attack when rushing or rather you can't do anything else than lunge, I always tap the attack button and never hold.

  • Because they still believe they did a pretty good job so far

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718411#Comment_2718411

    To be honest, I think grades are a representation of skill. Or at least to clarify, high grades are more of a representation of skill than MMR.

    In order to get your grade up, within a month you have to play enough to get a net gain of 85 pips. Yes, you can depip without losing your grade now, but that's only on one of 3-5 pips on a rank. It's unlikely you lose any more matches on 1 pip than you do on 3.

    Killer is simpler to look at (and also easier to pip on than survivor), but in order to gain a pip, you almost certainly have to kill SOMEONE, in order to double pip, especially at higher ranks, you must kill 3 people, sometimes 4. You almost certainly don't pip if you camp people to death, and you're punished in a variety of ways for tunneling (including less hook states for the devout emblem's higher requirement, and less chaser emblem points as they have not healed to get a second chase per down). It takes a LOT to reach iridescent 1 in a month, and regardless of what they say, it takes into account a lot more than just your gameplay time, because by definition the emblem system has categories that need to be filled to progress. You cannot reasonably be getting into high "grades" without also gaining a lot of MMR.

    With the amount of people playing and how broad the skill differences still are in matches, (because let's be honest, you can hide MMR all you like but a good player can still observe the difference in skill between different survivors) the ranges for matchmaking based on MMR HAS to be broad. Hell, new players seem to get treated as reasonable skill and are expected to lose MMR before they'll get matched with people who struggle as much as them.

    They have said there's no "upper limit" to the MMR system, you can keep gaining and gaining, but it becomes redundant as you still have to be in the matchmaking pool so it'll just match you with a broader and broader range to work.

    I can't see a logical way a player can be getting iridescent 1 without progressing SIGNIFICANTLY in MMR, let alone if they do it consistently which you assume people who have it within a week of the reset must. You could throw 40-80 matches every time you reach iridescent 1 to theoretically counterbalance your MMR, but people aren't AFKing enough for that to be happening, and it would be a very niche case.

    Exactly, it's weird but MMR which is supposed to determine skill is worse at it than the now "outdated" grade system and it's the only confirmed value we get.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718431#Comment_2718431

    If they do it is simply wrong. MMR considers hatch escapes as draw. But what you describe is again pretty subjective. And here the killer also has the option to slug, to avoid the race

    Sure, but it could be better is all I'm saying. Just like with the EGC / late game topic, it's not a big deal, but something I feel like could be better.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718357#Comment_2718357

    Yet, your reasoning keeps hammering on the fact that 99'ing the gate doesn't allow you to benefit from EGC pressure, even though EGC isn't implemented to give pressure. It only does so as a byproduct.

    Here's the thing: 99'ing does favor the killer. Pre-EGC implementation, the gates would be open and survivors could walk out unimpeded whenever. Now, running to a 99'd gate while being chased can get them killed. So, see, the thing you're complaining about was effectively a buff in your favor. You just want more.

    I'm really not interested in favoring the killer side, I mean it might be a inevitable consequence, but it's not my intention.

    And you're exactly right, the pressure from the EGC is just a byproduct, which I would like to see added on to though.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718396#Comment_2718396

    If needed, like for Bloodwarden, you can, as already said, also open the gate as killer. The 2.5 seconds is a key-only thing. Chasing a survivor towards the open hatch that has not been kicked yet is still a thing, because it is a race as soon as the second last survivor dies. Which is a fair 50:50 thing who finds it first. The "weird dynamic" can easily be countered by the killer.

    Well I don't completely agree with the current hatch mechanic either. Of course it's luck based and either one could find the hatch first, but it's a weird dynamic as well.

    This is going a bit off-topic but the existence of the hatch mechanic is questionable in my opinion. A lot of people just use it as alleged proof of being superior and claim it as a win if they find the hatch first.

  • Sounds nice, but the odds of something like that ever happening seem very slim shady.

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718252#Comment_2718252

    Or people wouldn't join public matches anymore. Why going against real players when you can have bots who don't camp/gen rush/etc.?

    This is just how I see it tho.

    I don't think that would be a big problem. Playing against gen rushers or getting camped is pretty boring yeah, but playing against bots regularly seems like the most boring thing ever to me.

    It would be nice for new players or people that just want to quickly try things out in a semi-realistic match though.

  • Getting to Iridescent grade 1 in one month at high MMR (only presumptuous of course) should in theory be even harder than how it used to be prior to SBMM, plus grades require more than simply escaping / getting kills. Of course that would only be at high MMR, but saying that grades do not reflect "skill" in the slightest is just wrong to me.

    I'm not accusing you of saying that, it's just what I think about this whole Grade =/= MMR confusion.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718342#Comment_2718342

    https://forum.deadbydaylight.com/en/discussion/comment/2718357#Comment_2718357

    They never added EGC as a mean to pressure survivors... that's what you don't understand. They introduced it to prevent survivors from taunting the killer indefinitely until he disconnects; that's why they also made killers able to open the doors (to make sure the game end even if survivors don't open them to trash on the killer). EGC is fine as it is.

    I get why they added the EGC, you just don't seem to get what I'm commenting on.

    Opening the gate has downsides to it, but they can be completely circumvented by 99'ing a gate instead of fully opening it.

    As far as I know the reason why it now takes 2.5 seconds to open a closed hatch is because otherwise it felt bad chasing a survivor towards the hatch knowing you are absolutely powerless to stop them from opening and escaping. I think it's a similar situation here, if the gate is fully opened everything would be alright to me, but when you chase a survivor towards a CLOSED exit and they can just open it in 1 frame and escape anyway, that creates a weird dynamic again.

    Again, I'm fully aware that the EGC was not implemented to favor one side over the other nor to change the late game. I am just saying how I feel like the EGC and the late game dynamic should work.

  • I understand when people say prestiging is not worth it and you shouldn't do it unless you have nothing else to spend your points on, but I personally always thought to myself, if I choose to prestige later I'm gonna lose all my items which makes it feel worthless to level up characters when you know you're gonna lose everything when you eventually do prestige. So until I'm P3 with a character spending points on the bloodweb is the actual waste of points in my opinion.

  • @Mandy said:

    Prior to EGC being added, survivors would open the gate as normal. EGC was added to stop the game being taken hostage - not to favour one side over the other. By keeping the doors able to be 99'd, it's giving opportunity for gameplay to still happen with being as balanced as possible.

    I'm not trying to favor one side over the other either, I just think that the current EGC dynamic doesn't feel that great when people are just 99'ing the gate which is basically an open gate but with no EGC.

  • You don't even have to smash your keys though, the frequency in which you need to press A and D is pretty slow honestly.

    It's quite amusing to see people machine gun spam their keys to wiggle free when it really doesn't let you wiggle out any faster nor does it make it easier, it's harder that way in my opinion.

  • This has been requested since forever, the devs either don't care or maybe they just don't care, idk.

  • @steezo_de said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717186#Comment_2717186

    I wouldn't say it would be "less greedy" but it would have been a smarter play for sure if you knew another survivor had a flashlight. Walk around the corner and see if he's waiting for an angle.

    Getting a down is one thing, picking up is another, and so is hooking. I think this is a good experience for you because now you know for next time. Live and learn.

    I think I was aware that at least 2 people had flashlights that game, but I usually don't care too much about thinking of every possible flashlight angle and baiting survivors out ever single time I down somebody. If there is a wall to face, I will look at it to avoid a save. It's just hilarious to me, that even when you bury your face into a fridge while picking up, they can still get an angle on you.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717039#Comment_2717039

    There is totally no issue. You just made serious mistakes here. You obviously didnt know about Shadowborne having an effect on flashlight angles. You did pick them up at a spot where you gave them space to try a save (i guess they could have even tried to flashlight you through that little gap in the wall). You greeded to pick him up instead of being cautious and smacking that survivor.

    So it would have been less greedy to go for another hit instead of as humble as I am, going to pick up my earned down?

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717013#Comment_2717013

    It was definitely luck on the Survivor's side, that's for sure, they couldn't know and they had the perfect angle, sometimes it happens.

    I think it's just the wrong clip to "prove" that flashlights are an issue (if that was OP's intent).

    If anything, it is proof that flashlights can get angles even when looking at a wall, which is in my opinion an issue. I'm not too mad about it either though, it's a small thing really, but it's kinda bad.

  • @Rizzo said:

    That blind is due to Shadowborn, bigger FOV also means bigger blind angle, and as you can see from that clip, there's enough space on the right of that tile to get the blind through.

    https://us.v-cdn.net/6030815/uploads/J7ZEZU0VEB9K/image.png

    I know it's not a very good wall to look against, in fact it is a fridge, but even with bigger FoV it's pretty ridiculous

  • Sigh...


    You people will really complain about anything at this point. They are actively looking into this issue and will fix it as soon as they feel like it, geez.

    We have this super fun christmas event with these hilarious snowmen everywhere! I'm literally dying whenever the survivors jump inside a snowman!!! XD

    And you have nothing else to do than to constantly complain about the game, come on enjoy the event and be grateful the devs are creating such funy events for us to enjoy :DDDD


    I have deceased! xd

  • I haven't tested it myself, but I'm pretty sure you don't start at 0 MMR, you start at an average MMR value on fresh accounts, so you're not tooo far away from these higher rated players. It's also the end of the season, so it's more common to see people with iri rank 1 and full loadouts. As for "interesting" events in-game like hitboxes or desync, that's very normal.

  • @Myla said:

    They don't like praise that's all. I was actually giving them props for balancing things out step by step but the addition of boons was a major step back. Game was in a better place without it.

    That's crazy, it's like they want to have issues in the game that they can attempt to fix.

  • @Mr_K said:

    Lets be fair here,

    99% of Twitter is negative.

    real and true

  • But it's 1v4, 4 humans against 1

    If the killer loses, only one person loses

    If the survivors lose, 4 people can potentially lose

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/297541/why-is-bhvr-farming-negative-reputation

    alot of the feedback is always "fix game me angy" and then BHVR will go "how do we fix the game?" in which the community responds saying clown shoes ######### like make noed base kit lmao. This game is a hard one to balance and make work and the fact they've kept it alive this long and helped with big problems, despite them taking forever to do so, is pretty impressive.

    Most of the killer roster is a joke to good (not great just good) swf groups and ddos'ing and cheating don't really impress me, it rather surprises me that the game is still alive.

  • @Johnny_XMan said:

    The negativity (especially on these forums) has gotten to the point where a segment of the community are just louder. Doesn’t mean they are right or have any substance.

    For me the “I quit this game” Threads are so useless and I just mostly skip them because they have become a meme at this point. As an example.

    Its also kind of hard to express feedback on the killer side when this place is riddled with individuals who will constantly shut you down and mock you simply for having a different opinion or experience than them (It’s always the same people of you look at the names).

    But why is that segment of the community so loud? Sure a lot of those people don't really have useful feedback to work with, but the fact that they are so loud and upset about these things is a big indicator that something is wrong and shouldn't be disregarded.

  • @DesignDad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2669840#Comment_2669840

    As a general rule, the matchmaking system is doing the best it can with what it has to work with. By that, I mean that the limiting factor in off-peak hours is typically the players in the queue. The system is trying to match you with somebody within a pretty tight range of skill at first, but there are times where there simply aren't any other players in the queue within that range for you to match with at the moment. When this happens, the system starts expanding the acceptable ranges over time.

    The basic trade off is "I can find you a match more quickly, but it might not be as balanced". We can keep the range super tight to try to enforce extremely balanced matches, but those result in pretty crazy wait times. We could also start with the range extremely open to shorten the wait times, but now the matches are all extremely unbalanced. That said, we adjust this system on the fly from time to time and take a look at how it impacts both wait times and match outcomes overall.

    So most cases of "It's not updating!" or "It seems to stop working at certain times of day" are actually cases of "There just weren't any good matches in the queue for you right now". The system has no downtime, and we have yet to see any cases of improper updates (and we do check!).

    With all this in mind, we are far from calling the matchmaking system perfect or done. We're still monitoring it for bugs, exploits, hiccups, and also planning general improvements. The community is a dynamic group, the game is constantly being updated, and our matchmaking is no different! One of your suspicions above is absolutely spot on, and is something we are actively looking to address. I'm reviewing a design proposal for it later today!

    Love y'all talking about matchmaking so much. <3

    "The system is trying to match you with somebody within a pretty tight range of skill at first, but there are times where there simply aren't any other players in the queue within that range for you to match with at the moment."

    Can you define what "skill" comes down to?

  • @El_Gingero said:

    It’s no secret that a large portion of the playerbase is unhappy with the game and how it’s managed, but unfortunately that won’t change as the devs think they know better when it comes to seemingly everything, which is of course not the case.

    I don’t think I’ve ever seen a game with this much negative feedback and this many people flat-out not enjoying it. There’s a reason for that and it’s not just people complaining for the sake of it.

    They’ve done some great work with licences but BHVR got very lucky with DBD. Right place, right time, no competition etc. One can say with certainty that DBD is not a good game from a design, balance or mechanics standpoint, nor are BHVR some kind of super dev team. No, BHVR have been successful in spite of their complacency, stubbornness and bad decisions, and that’s a testament to how much potential this very neglected game has. Potential it will probably never come close to.

    I agree, dead by daylight will probably never reach it's full potential, but they should still try to make the game as enjoyable as possible. Balance plays a big role in that in my opinion, but just making the game be fun should be the no. 1 priority above all. Right now it's pretty hard to enjoy the game.

  • @Mandy said:

    You also have to consider that we take feedback from many areas, not just forums. And feedback in general is very varied - whilst some players are unhappy about something, others are happy with it. It's just that the negatives often shout louder than the positives, which happens in all parts of feedback.

    We make regular reports with regards to feedback that we receive and a lot of this is acted upon. The issues with The Artist in the PTB for example, with the changes made before she was released to the Live build.

    Okay, that doesn't really change anything since the results are the same, but that's not even what this post is about. I just don't understand why seemingly nothing is being done to "fix" the community.

  • What I think is, that there is an issue with how they treat the health of the game, they keep releasing new killers, new perks, new bugs and glitches and can barely keep up with fixing them, thus older issues and things people complained about way back are being pushed back more and more with every patch. Which created the mess that we have right now.

    This is a WILD STATEMENT, but MAYBE we wouldn't have that much of an issue with cheating and ddosi'ng if they would have looked at the health of the game and tried to make the game as stable and safe as possible instead of pumping out new chapters like there's no tomorrow.

  • @Sakurra said:

    DBD is just a good game. It could be awesome, but that's impossible with toxic players. That's their big bug and they can't "fix" it. Never.

    I don't think it's impossible.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670612#Comment_2670612

    This...isn't how building a game is done.

    If people don't stick around, then the goal becomes to get them to stick around.

    Once a game loses the growth aspect and all you have are a few veterans, then your game is basically dead. Because even the most dedicated veteran will eventually burn out.

    https://forum.deadbydaylight.com/en/discussion/comment/2670615#Comment_2670615

    I'll agree that some of the balancing decisions feel off-kilter, and that killer players in particular tend to get the greasy end of the stick - to the point where I start wondering if there's a double standard at play (killers tend to get very fast and sometimes honestly unneeded nerfs, while stuff like DS and OoO took years to get even a slight adjustment) - but I don't have all the metrics or data on hand and unfortunately I can't be a fly on the wall of balance discussion meetings.

    We'll have to see what the future brings.

    If BHVR start doing more substantial, Plague level buffs/reworks of clunky, unfun or just weak killers/addons (see: Pig, Legion, Ghostface, Slinger etc.) in a way that shakes up the stale meta at high MMR - that would be incredibly encouraging.

    It wouldn't be too hard either. For instance, reducing Pig's TR to 24 would both feel natural and help her out immensely.

    BHVR aren't villains. While I certainly disagree with some of their decisions, I do believe that - at the end of the day - they want the game to be fun for everyone. And that's a bloody difficult goal in an APvP game with an ingame community as poisonous as this one can be.

    @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670612#Comment_2670612

    This...isn't how building a game is done.

    If people don't stick around, then the goal becomes to get them to stick around.

    Once a game loses the growth aspect and all you have are a few veterans, then your game is basically dead. Because even the most dedicated veteran will eventually burn out.

    https://forum.deadbydaylight.com/en/discussion/comment/2670615#Comment_2670615

    I'll agree that some of the balancing decisions feel off-kilter, and that killer players in particular tend to get the greasy end of the stick - to the point where I start wondering if there's a double standard at play (killers tend to get very fast and sometimes honestly unneeded nerfs, while stuff like DS and OoO took years to get even a slight adjustment) - but I don't have all the metrics or data on hand and unfortunately I can't be a fly on the wall of balance discussion meetings.

    We'll have to see what the future brings.

    If BHVR start doing more substantial, Plague level buffs/reworks of clunky, unfun or just weak killers/addons (see: Pig, Legion, Ghostface, Slinger etc.) in a way that shakes up the stale meta at high MMR - that would be incredibly encouraging.

    It wouldn't be too hard either. For instance, reducing Pig's TR to 24 would both feel natural and help her out immensely.

    BHVR aren't villains. While I certainly disagree with some of their decisions, I do believe that - at the end of the day - they want the game to be fun for everyone. And that's a bloody difficult goal in an APvP game with an ingame community as poisonous as this one can be.

    That's what I'm talking about, changes like you've suggested for pig are so small, but could help so much. My biggest problem with the game is, that nothing is happening in that regard, we get some strange and unwanted changes to some of the killers ONCE IN A WHILE, but the rest of the killer roster hasn't even been touched much at all, obviously these things take time to implement, but right now it doesn't feel like it just takes time, it feels like it's never gonna happen.

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