Kurri
Kurri
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2829159#Comment_2829159
Don't forgot 4k emblem with 9 hooks too, those things are #########.
https://forum.deadbydaylight.com/en/discussion/comment/2829434#Comment_2829434
"emblems are totally meaningless" when it is showing up every matches to the point of annoyance.
If it is actually meaningless, it will be removed, but it stays, it is showing us how we should play and how we played "good" with that term, if anything, it's a lot more important than just kills or escapes, because those two things and MMR is HIDDEN from us, unlike emblems.
Currently, main and only objective of this game is grades and thus emblems, if "this is not intended" dev should fix it asap because game is clearly not working as intended.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2829507#Comment_2829507
I totally agree, there is no reason to show opponent’s Grades etc after a match. They just cause confusion with people thinking they are linked to winning or losing or matchmaking.
Also if you think Pips are “winning”, then explain how you know who won the match when you can’t see how many pips your opponents all got? It’s entirely possible for you to 3k or 4k the survivors, for example, but only get 0-1 pips while the survivors got 1 or maybe even 2 pips if they escaped. And since whether or not you get a pip depends in part on your current Grade (i.e. it’s easier to gain pips when you are lower Grade than higher) you can have literally identical matches where in one match you played at the start of a season and gained one or two pips and if you play that same exact match at the end of the season you get no pips or even lose a pip.
Pips are totally worthless as a measurement of winning or losing.
Emblems literally determine if you see Entity Displeased, Brutal Killer, and Merciless Killer in the end game screen. 🤣. It's seriously the only indication of victory.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2829159#Comment_2829159
Because Emblems are totally meaningless, they’re not what determines whether or not you “win” a game.
It's literally what determines the victory condition in the end game screen.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2827768#Comment_2827768
Dude, maybe you should take a break from DBD and play something else.
🤣 You think I still play this game?
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Before I stopped playing, hackers literally had a hack that when you clicked the report button next to their name instead of getting the report window, the screen would go black with "######### BHVR" written in white over and over again, and there wasn't a button to close the window back to lobby. At first I would restart my game, but then I later learned you can press ESC.
Fun fact; In order for a report to pass you need to have video evidence, their steamID (or username if playing on Console/other store), and have reported them via the in game report function.
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Survivors; Tinkerer - Like please. Let me finish at least 1 Gen Blight-daddy
Killer; Power Struggle - ######### please, did you just slap me with a pallet while on my shoulder? How dare.
Honorable Mention; Object of Obsession - to think you have the AUDACITY to tell me where you are for a minor benefit that resulted in you being tunneled out this game with unrelenting aggression.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2828129#Comment_2828129
I agree that gen rushing isn’t really a thing, except for maybe a corner case where survivors literally let others die on hook without ever even attempting a rescue. Good survivors though know that their main goal requires them to be on gens if they’re not doing a critical rescue or maybe healing to keep from dying versus goofing around trying for flashlight blinds and headon plays and whatever. So called bully squads that swarm a killer might be annoying if the killer has trouble hitting them, but it’s a terrible strategy for the survivors and the survivors who actually are really tough for good killers to beat are the ones who stay on the gens as much as possible.
That said, on the flip side, I think there are a lot of high MMR killers who have this notion that the game should be balanced around the gens only being finished in 50% of the matches. Which is simply not the goal, the game is balanced around most macthes having someone die and someone escape through the gates. Which means that most matches, if the survivors play well, the gates should normally be open at the end of the match even if the killer also played well. All the gens not being done is intended to be he exception, not the rule, it’s just supposed to take long enough that the killer will have a good chance of killing at least one or two or three survivors before that happens.
So when I see posts from other killer mains complaining about how they only get one or two kills a lot of the time, I know they’re coming from this misconception that they should be getting 4 kills or 3 kills with hatch in half the games. When in reality if most of your matches are in the 1-3 kill range then the game is working as intended.
"I think there are a lot of high MMR killers who have this notion that the game should be balanced around the gens only being finished in 50% of the matches."
I wonder why that would be when the game literally tells you you win - if you don't let the gates open. Something else I have complained about a lot, that the Emblems do not equate to the current victory conditions for Killer. Killers are told constantly on social media the victory condition is "If you get 2 kills that's a win, if 2 escape that's a win for both sides. Less kills than 2 you lose. More kills than 2 Survivors lose.". However the entire emblem systems is based in a way how well the Killer performs in game, including stopping the Survivors from completing their objective.
inb4; "Well one emblem doesn't lose you the game". One emblem not Gold/Iri literally determines between a brutal killer and entity displeased.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2828129#Comment_2828129
Nah bro, that's oversimplifying things. That's like saying "tunneling/camping doesn't exist, it's just the killer doing his objective." Both statements can be true, you can do your objective, but you can also so it in a certain way that can be labeled.
Of course doing gens is sorta the main objective of survivors (besides, well, surviving), but there is a decided difference between a normal/casual survivor doing gens, and a hyper-efficient seal team doing gens; both are doing their main objective but while the killer might have one gen pop by the time they are done with their first chase, with the gen-rushing squad you might legitly have 2 or even 3 pop in unison.
Everyone can learn the hyper efficient method of "separate and stick to the gens, no matter what", but most survivors behave a bit differently, ie run away when they hear the terror radius and hide, or tackling gens together as a group, believing it to be "faster".
Its really disheartening when you actually aren't doing bad in your first chase and then suddenly you are down to 2 gens. And while one survivor goes for he rescue the other two do their last gens, and you feel pretty powerless in such a situation.
Luckily this kind of hyper-efficiency doesn't happen every game, but this is way a step above simple "survivors doing their job".
Do you have any sodium hypobromite? NaBro
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@Notionless said:
https://forum.deadbydaylight.com/en/discussion/comment/2827583#Comment_2827583
A game doesnt need to be perfectly symmetrical and balanced in order to be viable for competitive play, aside from 5v5 csgo is pretty quite asymmetric in its own right, to the point that NaVi can win ct side on nuke with an avereage of 11 rounds to 4. Other games are even less fair. Defenders in r6 win about 60% of ALL rounds in competitive.
Now, some things need to be fixed, obviously. But since the devs care about numbers, the amount of prove thyself usage will undeniably lead to a nerf. The amount of coh usage will lead to a nerf. The amount of tunneling/camping will be addressed.
Killers also dont need to be perfectly balanced, in melee we have a captain falcons winning all the time, eventhough he is certainly inferior to marth or fox.
'the amount of prove thyself usage will undeniably lead to a nerf. The amount of coh usage will lead to a nerf.'
Ah, so you're new to this then? Well I guess in no time you'll be preaching like everyone else when you see the kind of changes that come to this game, because they never change Survivor perks based on their usage. If something becomes painstakingly broken, they fix that - like BL was, but just for a perk being used a lot they never make changes for. Heck they may even buff the perks, like they did Borrowed Time. This is for Survivor, as far as the Killer side goes. If something gets used too much it gets nerfed.
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If I see the survivors with 4 flashlights I take it, but that rarely happened at my level (as it was mostly toolboxes and maybe 1-2 flashlights). That's probably why everyone says it's bad. It's certainly a balanced perk and meant to counter specific scenario's like Franklin's, but useless if you use it in matches that has no flashlights/flashbangs.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2827506#Comment_2827506
It's funny you say that because I'm literally matching with BNP and prove thyself EVERY match, lmao
Gen rushing doesn't really exist, they are just doing their objective. It happens when Survivors are good enough at the game to know to focus gens. Which you see more of in higher elo of play (or they are cheating which you also see more of in higher elo).
I find most of this forums is we have a lot of players that do not play in high mmr - who may think they are in high mmr, and so they think others are over-exaggerating or just trying to be one sided.
Better players have totem spawns memorized.
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There are some guides you can find online that explains exactly how the Killer emblem system works, and the very scummy, and very unfun way to play Killer to ensure you pip to get your Killer to rank 1.
- Gatekeeper; Don't let survivors finish gens, most importantly don't let them open either door for 9 Minutes. The more gens for the first 9 minutes of the match the more points. Early game stalling perks like Corrupt Intervention, and Ruin help with this. End game perks like No Way Out and Remember Me ensure they can't open the gates.
- Devout; You need to hook all survivors at least once, you need to hook survivors at least 9 times, so any disconnects or suicides on hook - boom you've lost the emblem. You get points for Sacrifices, Kills, and Disconnects (but get your hooks in before they disconnect). If they bleed-out you don't get points and lose your emblem.
- Malicious; You get points from hitting, and each time a survivor reaches a new hook state. Another reason why hit and run is important for the emblem system (countered by CoH), and why it's bad if survivors sui on hook, or disconnect. Survivors healing losses you points, so if it's in end game and survivors are running to one side of the map away from the gens to heal - you lost your emblem. You have to chase them, meaning if you lose those gens, or that gen you would lose your gatekeeper emblem. So hard to juggle these two emblems as they directly counteract each other, but the best way is if you corner the survivors, damage 2-3 and hook 1. Then you only lose points for 1-2 survivors healing, and if your lucky start chase with one of them before they had time to heal. You also lose points for survivors breaking from your grasp, so don't ever DS check, and be careful around open areas (flashlights), lockers (Head On), or Pallets. I guess or drops too now, because of Boil Over.
- Chaser; You get points for starting chases, and you get more points the sooner you end a chase. You also get more points each time you hit a survivor during the chase. However if you don't hit a survivor at all, then you get no points. If you are too close to hooked survivors you also lose points the closer you are to the survivors. This was intended to counter camping, but the problem it brought up is that you lose your emblem if the Survivors decide to loop you near a hooked survivor, which they will do a lot of the time when your against players that are not very afraid of the killer and know their DS/BT, and other garbage will protect them for saving in dangerous situations.
Anyways so it was figured out the best method was nothing but gen slowdown, tunneling, and hook exchanges - if you can pull it off, but this came with players being annoyed because so much slowdown is not fun, tunneling isn't fun, hook exchanges are not relatively fun either they are like borderline tunneling, and it also means you're borderline proxy camping the whole game. The reason for this is because it gives the smallest amount of control of your emblems to the survivors, when ordinarily if you played switching a lot of targets keeping a lot of 'pressure' - survivors would have full control over your emblems through healing, saves, and rushing. Not to mention players just suiciding on hook, or disconnecting - you lost your pip's already. Anyways here is the emblem points you need for each pip at each grade level; https://deadbydaylight.fandom.com/wiki/Emblems#:~:text=4-,Pip%20Conditions,-As%20of%20Patch
Welcome to the part of the game you see so many of us talk about, it only get's worse from here.
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I remember completing that challenge when I accidently left the trial first. I was surprised, but didn't mind or think to mention it.
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@Tiufal said:
Dont play hit and run. Easy counter.
Ah yes, so they can finish gens when you tunnel down one target looping you in a strong area with connecting tiles.
See everyone is fooled, the counter here is you get to end the game faster by losing, so you can get into the next match with CoH, but MAYBE a killer sided map.
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@FriendlyBubba said:
- Pick Demogorgon
- Use Save the best for last
- Find survivors and hit them until your STBFL is at full stacks.
- Hook a survivor
- Hit the hooked survivor repeatedly until the others quit the game because they couldn't handle your fabulous voice
- ???
- PROFIT!!!
This guy gets it.
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@Cybil said:
I'm voting for a mimic killer. It takes the form of some kind of deformed monstrous survivor and it uses an oversized industrial flashlight as its weapon.
OC donut steel.
How could they make the Killer now if you tell them they can't steel it?
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As much as I would hope. This isn't Epic Games.
However you could very well be right. Like If you consider it, the last "Golden Age" change happened when the playerbase dropped around 30k, and right now from March to May of last year we had 55k players and gained players to 100k - since then; Dropped, recently consistently, down to 44k. At this rate end of March to June we would be at that 30k mark again, and then BHVR might go "Well ######### - guess they are right. We got to make the game more fun, less toxic, and stop the cheating".
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Starting to play killer; This isn't so bad, this is pretty fun, easy actually - ignoring the survivors running into walls, I think this will be okay.
After playing killer a while; So no matter how perfectly I perform, if the survivor presses a button it negates all of my hard work and I lose the match... In one moment of the whole match?
After playing killer a while; So every killer has strengths and counters, but the Survivors have no counters - instead they win every time if they perform their job perfectly?
After playing killer a while; So even though I didn't camp, tunnel, and let the guy who didn't know how to loop go. They still called me 'ez bby killer' and told me to kill myself?
After playing killer a while; Alright so I won, but at what cost. I still only got 30k bp, had to ignore my challenge/daily, and didn't get the adept. I had to play what I would consider scummy, and ruin the fun for everyone involved including myself?
After playing killer a while; [BHVR] Alright guys so next update we are going to release more perks, and mechanics to make Survivor stronger and more fun! Woo! Aren't you all excited! This is so much fun! Btw if you are not having fun with Killer, take a break, it's not big deal - play some survivor till your feel better and then come back to get stressed out again :).
Pretty much what I see on the daily.
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@Notionless said:
@Kurri youre right to an extent, dbd is at its core a partygame and a pretty good one at that,but i feel like it can be much more, and several elements already strive to be more. The existence of billy and nurse for example reward players taking more time to improve and to practice, while being worse for casual play than a killer like clown with his meme addon.
It's impossible for an asymmetrical game to be competitive like League, or CSGO, because by design it lacks symmetry. The game will never be fair enough to be a competitive game.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2826976#Comment_2826976
That means you're really good to get 3 hooks in under 3 minutes.
Games don't last longer than 4-6 minutes lol what
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2826970#Comment_2826970
Any online game will be competitive when it a human against another human. If you don't want competition then go play offline single player games. By trying to remove the competitive element they are actually killing this game and giving no reason to improve or even play once you see everything it has to offer... like a single player offline game.
Another dismissive statement.
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Then by minute 3 I have already killed 1-2 survivors with Devour Hope
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I think it should be less "Stop Killers from tunneling/camping" and more "Why are Killers camping and tunneling" and more investigation than just "Because they are toxic" "because they have no skill" "because it's an easy win". Killers for years didn't camp and tunnel, and every single time it became more prevalent is because most of the players were in a situation they believed - they had no other choice, or they felt like it didn't matter anymore if the other players had fun too.
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I don't think the goal is to make the game THAT competitive, we can certainly take mechanics from other competitive games to improve Dead by Daylight, but apart of it's renown is that it is - by the end of the day - just a party game. That is fun to play, and fun to watch.
If they make the game feel more rewarding to play on both sides, encourage better behavior and sportsmanlike conduct. I am sure the game will start to grow just as it did before.
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3 things;
- Cheaters have become a problem, that anyone with common sense knows how easy it is to start fighting against now.
- The game is going into a very Survivor sided direction where playing Killer is too stressful, unfun, and for very little reward. While Killer is the role that not only brings in most of the players, but the needed role to keep the game afloat at all. (1 Killer leaving = 4 survivors waiting longer in que, survivors start peeling out because friends leave out of boredom, and solo survivor is just as bad with new mmr system - not getting into all of it).
- Growing toxicity till it's at a point that's just down right ridiculous. With nothing being done about it, not even an effort to encourage good behavior or sportsmanship.
They fix these, and then boom. Game starts growing again.
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@FlameLickVA said:
https://forum.deadbydaylight.com/en/discussion/comment/2826426#Comment_2826426
Labeling game mechanics like stunning or blinding as “toxic” undermines the actual issue of the player base being full of genuine pricks in the endgame chat
I don't care what get's labeled as toxic. The point is that playing killer is too stressful and unfun, and that needs to be addressed and fixed. At the same time more encouragement for sportsmanlike behavior and less encouragement of childish bullying to one side.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2826449#Comment_2826449
Well if you keep letting it be frustrating then it becomes harder to focus on playing.
All their doing is psyching you out.
Ah okay, so your logic is that the game is not too stressful and unfun for Killers. They just have to go "it is what it is". Instead of actually dealing with the problem. You know, "if you're not having fun, play something else" and "Just play survivor".
You're apart of the problem.
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@Aneurysm said:
SH2 humour, I approve
https://us.v-cdn.net/6030815/uploads/7THBEX2VBR36/fb-img-1645790380467.jpg
Imagine playing dbd on the kinect 😬
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2826426#Comment_2826426
But it's not toxic behavior.
And you're letting it become unfun and too stressful while playing Killer if you focus more on the match and not let these little things get to you you'll see that you will play better.
It's not little things.
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Imagine how good at the game Bill would be if Spine Chill didn't exist.
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It wouldn't come up so much if it wasn't there.
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@Voodoo_Thirsty said:
https://us.v-cdn.net/6030815/uploads/UKJQJYAB61DH/lol.png
[Context: Meg at Exit Gate #1 me at Exit Gate #2. Killer got Meg at Exit Gate 1, I ran to get her.]
I went for a last minute save for Meg, but BW got both of us killed. lol.
I laughed it off and said gg but the killer started going off about us just leaving instead of BMing. I said that I was there to keep my teammates alive and he told me that I was trying to greed a save.
Why have that attitude, killer? Leave the preaching to the pastor and just play the game. haha
Btw, absolutely hate those loadouts lol like jeez 🤣 poor killers
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Save too early, greedy. Save too late, greedy. Save at all? 'stop farming you greedy sock'.
DBD 2022 No more saving other survivors from hooks - lets go.
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@Tiufal said:
So what toxic play did they do exactly?
@I_am_Negan said:
Rank is grade and it doesn't mean anything besides how long you played for that month.
Dropping pallets and blinding you is not toxic.
T-bagging is not toxic.
Clicking flashlight is not toxic.
Looping you is not toxic.
They are used to throw you off your game and make you lose focus which is working. Stop taking it so seriously it's just gameplay or how some refer to as "strategies and tactics" No different then others consider the killer to be toxic because how their playing.
@Phasmamain said:
There was nothing really toxic about that tbh. But yeah dbd can be mentally draining at times
@FlameLickVA said:
Bud, killer main here.
Are they harassing you in end game chat?
Are their usernames offensive asf?
No?
Then they’re not toxic.
T bagging and clicking, while immature, are not worth your time stressing and losing hair over.
Stunning and Blinding is *part of the goddamn game*.
Not the point. The game is unfun and too stressful when playing Killer. The game is too easy, and stress free for playing survivor - especially in SWF.
People need to stop undermining discussions like these. All you're doing is encouraging more unempathetic toxic behavior in the game design, and community.
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He's going to get nerfed. More likely because he has become more popular with all the buffs Survivors been getting. He's the best instant down Killer and the current state of the game you can no longer use hit and run strategies.
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inb4 he gets hit by flashlight, bt, ds, bodyblock, bodyblock, bodyblock (various flashlights in between)
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2825218#Comment_2825218
I am waiting to see my all team are safe. So then i am just leaving. If they need my help, i am going to hook save or bodyblock for them before leave. I don't like to wait and t-bag killers at gate. It is just time waste for everyone.
https://forum.deadbydaylight.com/en/discussion/comment/2825271#Comment_2825271
Yeah, i am jumping to next game. It was sarcasm for topic. I can not know people have challanges, if i knew i would try help.
https://forum.deadbydaylight.com/en/discussion/comment/2825385#Comment_2825385
Okey i will use some skill points for mind reading. Sneak is already 100, so i don't need more.
What are the chances the survivor is waiting for the last of the survivors to escape so they can get hatch?
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@Marc_123 said:
Sometimes Kindred kills you.
If the killer is near you see that and esp. new players are scared to save then.
I had also noticed that I often thought "Someone else will get them" "That person is closer" or "They look like they are going for the save" when someone had Kindred.
So I stopped using Kindred, and now just go save whenever I can / it most benefits the team at the time.
Sometimes information can be as much of a burden as it is an asset.
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Otz?
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@MikaelaWantsYourBoon said:
Was not waiting at gates is toxic? 🤔
Okey, i will keep this in mind and i will give last kiss to Billy at gate.
Damned if you do, damned if you don't. Personally I would rather survivors to just leave
But then again I am a fairly good player at Billy, so I can understand the people only trying to do dailies/challenges would rather survivors stay for a knock-down.
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The things I am waiting for before I start playing again, and the only reasons I'm still visiting the forums;
- Better anti-cheat - Hackers have become a huge issue in the game, especially subtle hacking. Nothing that needs to be done about it is being done about it. They think they can make minor changes to stop the hacking and then start Mac banning addresses, but what they've needed since it became a problem was dedicate a small team of programmers to code in variables that straight up booted players from games and add them to a list for investigation. For example; A player goes out of bounds above the map, should get booted, suspended, and listed for agents to investigate. Then based on the investigation they would be mac banned or unsuspended. Also adding a recording system into the game to help with support/reports in general. More than half the reasons players get reported can only be acted on if there is video evidence, but nothing in game telling players they need that for the report, and nothing in game recording it - so a lot of reports slide by without action.
- Harder punishment and more updates to the game to discourage bad behavior. People shouldn't be told to kill themselves multiple games in a row for playing normally. It has gotten out of hand, and it appears nothing is being done to fix it. Actually instead we were told 'A bit of toxicity is good for the game'. A bit maybe, but when it reach levels of constant bigotry and suicide encouragement then there is a very serious problem with your game. A SOL update and more events / messages to encourage sportsmanlike behavior would be perfect.
- Balance changes to make the game more fun for both sides. I want to see SOL changes for solo survivor, and better balancing for Killer. Solo Survivor needs things added to the game to close the gap between Survivor and SWF. Other asymmetrical games have done things like voice chat, or proximity based voice chat, but I found the most successful communication in a Asymmetrical game was emotes and alerts. Add in the ability to make call outs, could be just an audio que that plays from a character - be careful you may alert the Killer or just simply a radial that pops up a message in a corner "I'm being chased" "The killer is near me" "I'm working on a gen", and get more emotes than just point and come. Stop balancing Killers to all be Otz, most people play this game for some free time after school/work. Their job isn't to play the game like Otz does. I don't know how that man puts up with playing the game 6+ hours a day, the man is an absolute legend. The game has a huge imbalance between Survivor and Killer because Killer is being balanced around being the best, while Survivor is balanced being new to the game, and playing on average - Survivor is balanced around "Is this fun?". Killer should be balanced around that too. Nobody has fun chasing the same 3 survivors around 1 loop while they all insta heal themselves after every hit, and then disappear when you go to snuff a totem.
Just these three things; Stop Hackers, Encourage sportsmanlike behavior, better SOL changes, and better - fairer balancing.
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@jamally093 said:
https://forum.deadbydaylight.com/en/discussion/comment/2824355#Comment_2824355
Name three times survivors have gotten a massive nerf
DS, Balanced Landing, Self-Care (and the additional changes around them). But like ngl I had to do some digging to find a third. Needed nerfs to the survivor side are very far in between, and even then it's to a problematic perk and game mechanics based around them.
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Still waiting for Nemesis to get a Mr. X legendary cosmetic set
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Make snuffing boons break the totem. Problem solved.
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@Shroompy said:
so you watch a few youtube clips and judge the killers strength off of that? Sadako literally has nothing to do with these clips, they couldve been playing Wraith, Oni, Demo, etc and it wouldn't of made a single difference
That's not OP's point. OP's point was that the direction the game is taking is no longer "Play your favorite Killer as a threatening role" and is more now "Play against popular Killers, and get to bully them for fun". Which if you love a certain movie/show and it's characters, is a pretty big slap to the face, when the game advertises getting to be the power role of your favorite pulp fiction Killers. Killers are no longer the Power Role, you don't get rewarded for good play - instead as Killer you have to play right and then hope the Survivors make enough mistakes they run out of second chances.
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I doubt they even consider balancing for Killers anymore.
The games based on Killers all being Otz, and the Survivors all being new to the game. This way the majority of 4 players per match are more likely to have fun. Then more likely to spend money. Doesn't matter if you lose 1 Killer - when 4 Survivors stay, and doesn't matter how many Killers you lose because players have to play Killer at some point for tomes, objectives, and events. Licensed Killers is the cherry on top to pull in new players and try to keep them as Survivors.
Then as long as they can keep players going "If you're not having fun as Killer play Survivor, or play something else" they don't have to do anything to make the Killer role more fun, and can focus on other things that brings in more money like Survivor balancing and cosmetics.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/310734/was-it-really-a-skilled-play-to-begin-with
It's like you don't even play hockey.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2812924#Comment_2812924
Caught red handed 😔💅
That was a funny comparison, because we do base hockey players on individual skill to determine their worth. You can find game statistics determining NHL stat leaders, with all contributing factors (points, goals, power play percentage, penalty minutes, ETC, and whole other factors for goal tenders).
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@dugman said:
The notion that you need to have literally every perk on her or even every meta perk on her to enjoy playing her is all in your head. I intentionally prestige my killers just to reset their webs and play with what I get for instance and I still play regularly.
I get it, some people have a part of their brain that says they need to collect everything if there are things to collect. But it’s not actually necessary to do that to enjoy playing a killer.
Right up until you hit a lobby with 2 flashlights, a med kit, and toolbox, but don't have Franklins. Or 4 flashlights and don't have Lightborn. Don't forget the MMR is based near highest Killer MMR, so playing on a new Killer with nothing killers are still facing high average - top players.
Your logic only works if you are a below average player capable of making that kind of sacrifice.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2812978#Comment_2812978
That would be true if "testers" didn't have the tendency to bring the best of the best, because they won't be losing it on their actual profile. Those matches aren't exactly representative of how your average live match is going to play out.
That's apart of testing, and without it then we can't see a balanced chapter that would be fun for all levels of play. Instead we get a chapter that is fun to play in low to mid mmr (sbmm), and no fun in mid to high mmr (sbmm).
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@Zwergz112 said:
After the Artist was released, an anti-loop Killer, good amount of Survivors said she was boring to face and were tired of anti-loop Killers. Some Killers said she was boring to use since she was anti-loop. Ringu Killer hits the PTB and since she's more map oriented and not an anti-loop Killers she's been deemed weak, "Wraith with extra steps" "Freddy plus Wraith" etc. So what is it that people want in a Killer?
Because players want a Killer to have both. Players want killers to be able to mirror the players full potential of skill, where they can use their knowledge of map layout, pressure tactics, and mind games. Not just every Killer have counters that survivors use at the push of a button.
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I see it as a good thing kind of. If all the Survivors played to win during PTB then the statistics would show more accurately the strengths and weaknesses of new Killers, new maps, and new perks. Like sucks you don't have fun testing the new content, but at the same time you are TESTING. Less party game, and more serious.

