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Kurri

Kurri

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Kurri
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  • @Mandy said:

    I remember the time before SWF was introduced - there was the option at the start of KYF and SWF and KYF was implemented first (disclaimer before people jump on that, both were always intended).

    Survivors just used to lobby dodge until the got into the lobbies with their friends (not difficult to do even now if you're in the same area). That actually caused bigger issues for matchmaking having lobbies being dodged all over the place. People are going to want to play with their friends, it's only natural - this can be a party game for many players, not everyone takes the game super competitively and a lot are casual players who want to have fun with their friends.

    Also, a lot of SWF do not even discuss the game properly when they're playing - it's not so much information that they're passing to each other but misinformation and trolling of each other.

    Also, I've been accused of being in a SWF a lot of times, when I was not - because the players coordinated together. That happens more frequently than people realise, which then again leads players to assume they're playing against SWF.

    Yes coordinated SWF teams are strong, nobody is denying that. And a team of 4 solo survivors is the weakest section of the game, but fortunately as it's been mentioned, there are tentative plans (nothing confirmed) to address that issue.

    I don't see why they would make changes that would affect SWF only. Why not just tell the Killer when they face a SWF after the match so they are not just blindly guessing. I'm sure that would help a lot of killers get better at the game than just blame SWF every time they've lost.

    It's at least an experiment that could be had.

  • Yes we should compare all killers that play this game to Otz. That's how balance should work /s

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778315#Comment_2778315

    We should take one second off of successful hit cooldown I mean it'd just 1 second it's not a big deal

    That's not even related.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778315#Comment_2778315

    It’s disingenuous and intellectually dishonest to imply great skillchecks are needed for accessibility.

    Some people can't move two fingers rapidly on a keyboard, or wave their hand back and fourth quickly. Having it down to one button pressing at a precise moment is better for some. There is little use listing every single physical disability that this can relate to when there is so many. People with disabilities play this game too.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778315#Comment_2778315

    But adding great skill checks was completely unnecessary for accessibility purposes. They added struggle skill checks without adding great skill check zones that would pause your timer. Wiggle skill checks didn't need them either, they just put them there because.

    This makes it so that some previous scenarios that would allow the killer to get the hook despite obstructing factors now allow the survivor to get out. And this is most of the time for those cases, because these great skill checks aren't like regular great skill checks, they're super easy and most players can hit most of them, not just veterans.

    Everyone always gives the same "one second doesn't make a difference" argument and then either ignores me or goes "that doesn't count" when I illustrate where it does make a difference. I'm profoundly unconvinced. Would you like if the killer had an extra one second grace period to grab someone off an unhook?

    "when I illustrate where it does make a difference." but you don't. The Killer doesn't control hook spawns. The hooks are just as likely to spawn a second closer or a second further away at the start of the match as is you are to take a second more or less to reach them. I would understand the argument if all the hooks spawned at set locations with exacting distance between them, or exact distances from certain obstacles, but they don't, so one second doesn't matter.

    I like how you just ignore common sense, to make a big deal out of one second that is more determined by map RNG than the wiggle system.

  • @fulltonon said:

    I mean if it is kills or escapes other side gonna just stop trying.

    Sure, could be some other objective as well, or both at the same time. If the event rewarded people for kills and escapes then people leaving games can just go "well it still contributes to the global goal" and move on with their life.

  • Just run Third Seal, Knock Out, and other slug perks and we bring back slug meta. Then when it becomes anti-slug meta on the survivor side switch back to camp/tunnel meta.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775840#Comment_2775840

    I'm not sure how many times I have to repeat this, but 1 second matters quite a bit in every single one of those situations I brought up earlier. If there's very bad hook spawns or you're in an area that's notorious for not having nearby hooks (badham basement, rpd library catwalk, etc), or survivors are trying to prevent you from reaching a hook, having or losing a second is quite liable to make or break you. I'm baffled by how many people are acting like this change doesn't matter. I see situations where I or a teammate almost or barely wiggles off, or I almost lose or do lose a survivor when I nearly had it, every day.

    One second is big in this game. It's the difference of whether you finish a gen in the killer's face or get downed, it's the difference of whether you reach a pallet or not, it can be the deciding factor whether you crawl out the gate or the killer picks you up at the threshold. When you're beating off a SWF swarm with a stick, or you're taking the long way around Midwich because the game decided spawning a bunch of hooks in the courtyard and upstairs means this particular hallway doesn't need to have any hooks, you feel that missing second.

    Sounds like you're making a big deal out of nothing. The hook spawns before the update could shave off or add a second getting to a hook, the wiggle timer being shaved off 1 second so that people with a disability can play the game sounds fair to me, and 1 second isn't that big of a deal.

  • Doesn't it just open every time when an exit gate is open? I remember always keeping a mental note to check the chest before leaving the match.

  • @Munqaxus said:

    My gripe is we have the fake "Freddy Krueger" instead of the real "Freddy Krueger" with voice lines.

    Our Freddy's powers don't even make sense. Bring back OG Freddy.

  • It like changes it by like .2 of a second or something like that. To be honest the COH changes seems more like a cleverly worded way in an attempt to make players shut up about how broken it is. Essentially giving the people who diss complainers something to push in the peoples face when they complain about COH.

    "They did fix COH see!?"

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773765#Comment_2773765

    They could do all of those things before, yeah - they're just likelier to work, because they don't have 100% success rates. Certainly not every bodyblock or sabo attempt I've seen got the save - if anything, most failed. Everything that falls in the zone of 'the killer reached the hook in ~15.1 to 15.9 repeating seconds' used to mean the killer got the hook, now it means the survivor wiggles off. It's kind of like how there have been times where if I was running STBFL, I'd get the hook, but if I wasn't, hitting the bodyblockers would get survivors the save. Slim margins make a difference in this game - that's why this change is a problem, because it actually switches the outcome of realistic and not-infrequent situations.

    People probably aren't going to be perfect unless they're running macros, but at the same time, it's super easy to hit these greats and hitting 80% of them is a pretty reasonable target.

    How big of a difference is 1 second though. That is the only difference. A survivor wiggles one second less if they hit every great skill check. I am sure they didn't program the map rng for hook placement to predict down to the last second. I am fairly confident that it's just based on open spaces and at least every third to fourth tile gets a hook.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773836#Comment_2773836

    Do you have any idea how utterly, impossibly difficult it would be to build a system that factors those things into account? If you could name me a single game that has a comparable amount of pointless detail built into its MMR system, even if it's part of a ranked mode or whatever, I'd be extremely surprised.

    That's impossible to do and it's mostly unnecessary. There are areas where you could, if needed, put more nuance into the MMR system, but I'm not convinced that's necessary at all. I have zero reason not to believe the devs when they say the problem is the matching part, not the MMR calculation itself.

    But this is devolving into defending the MMR system, which I don't particularly want to do. It's just important to acknowledge that the dev's statements on it are being misrepresented in this thread.

    Counter Strike does. Fornite does. League of Legends does.

    If BHVR want's to take this competitive route, then they should be compared to completive games who already have taken this route.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771102#Comment_2771102

    I garuntee that almost none of the major streamers and content creators would mind the ptb not existing as long as new content coming out wasnt bug filled. Their views go up no matter what when new content comes out. That's how it works.

    Idk why you are getting angry, trying to ######### on or to blame content creators for a problem that solely lies with bhvr.

    Fog Whisperers. They literally are not allowed to say that.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771070#Comment_2771070

    Nah, there's way more use cases than this. Survivors are bodyblocking you on the way to the hook. You're on a map like Midwich or RCPD where hook spawns might be in adjacent halls or above/below you and there's no actual close hook near you. The survivors used lots of Petrified Oak. The nearest hook has been sabotaged or consumed by the Entity. You're trying to reach a scourge hook. You're dealing with Boil Over.

    In ordinary circumstances, it doesn't matter, but it turns already oppressive situations more oppressive. It's basically a buff to sabotage and bodyblocking, but generally worthless to your average survivor. There was no need for this to be a thing and I don't appreciate it.

    Which they could do all of that before the wiggle changes. The new wiggle system just trims 1 second off your wiggle timer if you get all great skill checks, that's what this thread is about.

    Don't worry though, you are right the game is incredibly unbalanced in survivors favor and they have too many options that can be abused to ruin the fun in the game.

  • I also don't understand why people consider boons "another objective". It's not another objective. It's a reward, and power. An objective is things you have to do to reach your goal. You don't have to bless totems, you can go a whole game without blessing a totem - you just won't get the benefit of the perk. You are rewarded for blessing a totem.

    If BHVR were to add another objective, or make totems another objective. Then they would make it that survivors can't escape unless the totems were all cleansed/blessed.

  • @Laluzi said:

    Once more, absolutely none of the PTB feedback was acted on.

    Boil Over is now the next hot troll perk - still completely useless for anyone looking to play Dead By Daylight normally, but can be abused in several maps, especially with oak offerings, to basically replicate the old Breakdown bug and create self-pickup slugfests in unhookable areas. Such zones include RCPD library, Eyrie of Crows, Dead Dawg Saloon (potentially), Thompson House, and god knows what mischief will unfold on Haddonfield because that was disabled in the PTB. Again, I want to stress that this perk isn't good, and can't even be used on most maps - it's 100% going to be troll bait.

    Dead Man's Switch can be effortlessly camped by Artist, which lets her facecamp someone to death and prevent gens from getting any progress, or force a hook trade in which she blocks the gens again. Doctor and Freddy also have the potentials to be game-stalling monsters with this, but Artist is the main problem case.

    Gearhead's aura is harder to see than the old version of the perk even if the trigger conditions are better.

    Buckle Up and Furtive Chase are still 100% useless. Wake Up and Distortion are still 90% useless.

    And unsurprisingly, none of the addon nerfs were reverted. Mikhail's Eye needed to be 35% instead of 50% zombie movement speed because Twins are monsters at high MMR.

    Why do we even have a PTB if absolutely none of the feedback is taken into account? You might as well just release everything to live immediately and then patch it in three months if something's busted, because that's what happens anyway.

    but, how will streamers and content creators advertise the coming content if they just rushed it live? At least with calling it the PTB, the streamers and content creators look like they are playtesting, which brings them more views. They make it look fun and great generating DBD more customers/players. And all they had to do was release the content early, but is it early? When we all know when the PTB tends to go live anyways.

    If I call a duck a chicken, it's surprising how many people find it a chicken.

  • As survivor, you can heal almost instantly mid chase, and if the Killer goes after the totem survivor gets a free escape.

    I abused the absolute poopers out of this.

  • The only difference you would notice is that one survivor that just runs to be downed in the very corner of the map furthest from the hook, so he can great skill check 1 less second of wiggle time.

  • @StarLost said:

    8 games thus far.

    2 were against 1500+ hour squads. Either there are a lot of survivors right now or something is badly off with SBMM. I got absolutely curb stomped, like 1-2 hooks every game.

    2 were against bully squads abusing the new boil over to take the game hostage on Eyrie and RPD respectively.

    2 had multiple people DCing within the first minute of the game.

    Yeah...this event is off to a smashing start.

    If you browse twitch between like the mid level of viewers, and least level of viewers. It seems there is a stigma for a lot of the returning players that they are choosing not to play Killer, and playing on SWF/Survivor for the event, because it is less stressful, or because they are playing/returning with friends.

  • Lol okay. That's not too bad, he understood how the writer felt, and was just being honest and sincere. That's actually a really commendable action.

  • People are coming back to the game to try the event, but most are playing survivor because we all know just how bad playing Killer is.

    I still won't touch this game however BHVR will have to do more to convince me to download the game again.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769685#Comment_2769685

    This is exactly what i did. I had not fun as killer or solo survivor for long time. So i gave break and i am playing something else. There is so much fun games. Cote was right, he is best guy in BHVR.

    Wait a dev seriously told it's player base to just play a different game? 🤣

  • @Junylar said:

    So people who camp and tunnel just for the salt in chat and comments are not toxic, but people who don't like campers and tunnelers are the toxic ones? Oh, this "us vs them" mentality of some killer mains has gone too far.

    Not once did OP mention camping and tunneling, this is irrelevant. We all understand that if the Killer doesn't play to win they can do toxic things.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764095#Comment_2764095

    It would, except you said some conspiracy theory you invented. Not truth. Sorry to burst your delusion.

    Yo, are we going to catch you at the next Killers meeting?

  • Let's see his thoughts when the majority of Killer players learn that they can just hook everyone twice, and then let all the survivors escape to control their MMR level.

  • @Peanits said:

    To answer that for you quickly, it's still something that's up for discussion. As you've mentioned, it would reduce some confusion, but there are also folks who absolutely do not want to see them removed.

    In a perfect world, they'd stay there as some small form of bragging rights, like "Hey, look how far I've climbed this month." But since ranks have historically been used for matchmaking, that naturally causes some confusion for anyone who missed the memo. At the end of the day, there is no single right answer here.

    NGL the idea of not wanting them removed sounds like that person wants an excuse to be toxic, not for "bragging rights". Like what are they bragging about? Playing the game more that month?

  • @TWiXT said:

    People on these forums and Reddit are often seen complaining that killer mains are giving up and dropping out, which is increasing queue times, apparently ever since SBMM was released, and even more after the Hour of the Witch (boons) Update.

    Personally, I don't really think that's the case, because honestly I believe the reason for longer queues has more to due with how the SBMM system is matching up players, and not for lack of players. Still, this game has been bleeding players on the steam charts since August, totaling about 18,000+ dropping off between August and the end of December last year, and lowering the average players online from 51k to around 40k per day for just this last month.

    What I would be interested in seeing more than anything, is if the complaints that killers are dropping out is substantiated or not. Anyone else want to see a statistic sheet that shows the Avg Killer vs. Avg Survivor population vs. Overall player avg ever since SBMM was released? It would also be nice to see how many players switched roles over that same period of time as well, but that might be asking too much.

    I'm betting the statistic will show that, No, killers aren't dropping out anymore than survivors, and that it's only the general population of players that are lowering due to either the seasonal average or if any recent updates have had a negative impact on the game experience overall.

    Hopefully the devs already have a few statistic sheets like that, are already working on solutions to stop this bleed asap, and get the games population health back up to where it was.

    Either way, It's a statistic I'd love to see to put an end to all of these complaints once and for all. Even more than that, the devs giving us that statistic through their transparency of the issue, would also reassure us, the players, that the devs know where the problems lie and are working hard to fix it.

    Would Anyone else be interested in this?

    I made a big comment on another thread, but essentially you're right. The longer survivor que times is not solely because Killer is leaving.

    • MMR Is easy to raise as Killer, and difficult to raise for Survivor. So Killer's remain at high MMR, and Survivors remain medium to low unless they are in an above average SWF.
    • A lot of Killers are switching from Killer to Survivor.
    • Players are leaving the game. Mostly Solo survivors and Killers.

    Though I think the first point is the biggest cause, which is why they are bringing in the decaying MMR, so when Killers take a break from Killer to play Survivor, or take a break from the game - they will stick around longer to play more Killer games before taking another break. Right now a Killer would take a break from Killer, play one to a few games, and then immediately go on break again. The updates are not helping.

  • I tea bagged once to make a Killer stop chasing me. It worked, they thought I wanted to be chased and left.

  • You dash forward with so much Dank, 2 generators get completed by the backwind

  • Mods have previously mentioned that there is no plans for a Jeepers Creepers chapter because they want absolutely 0 association with Victor Salva. Even though he doesn't have any part of Jeepers now, it's the fact that he did - thus making this chapter never going to happen.

  • Well COH did bring back insta heals, it's just not being exploited that the dev's are not doing anything about it.

  • It's just further proof that when it comes to Killer changes, they are not scared to throw down the hammer, but with survivor changes they have to be as careful as a pin needle in fear too big of a change will make their survivor base leave.

    Though they don't seem to understand that it's the players willing to play Killer that is holding the whole franchise up.

  • At one point it felt like it did 👀

  • Joker for sure. Scarecrow is literally just Freddy or Clown however you look at it.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761264#Comment_2761264

    This is a good point. We do try to reserve some reveals and news for segments on the stream to make sure that there's always something to turn up for (e.g. Circle of Healing, Lunar New Year event teaser), but it's tricky because saving news for a stream means not mentioning them sooner.

    The other thing that we've been hoping to do is have more segments about various topics. For example, a talk with a level designer & level artist about what goes into making a map. These would be a lot of work to do, but if this is something you'd be interested in, please let us know. There is also a slight catch here in that some people simply don't care about these segments and would rather we just get to the questions.

    Unrelated - I love your stache

  • I fear what's going to happen to Huntress.

    Just remember BHVR, if you hurt Huntress - We will riot.

  • @ActualPainedFrog said:

    Nothing to see here folks, just your typical Q&A stream. In all seriousness, you might want to ditch Q&A streams and instead just make frequent post acknowledging issues that may arise.

    Not like people on community pages get heard anyways. Each one has a favorite group that are the only ones who get listened to, and everyone agrees with them because their the favorite. It's like being in Junior High all over again. Twitter you got the streamer favorite group. Forums - well we know who are the favorites here. Reddit, we can't include reddit that's literally just memes for the most part.

    I wonder if CM's even know the steam community exists, and idk if anyone follows microsoft pages or sony pages. Does nintendo even have a DBD group?

  • You know what I can equate to what's been happening to Dead by Daylight.

    Deathgarden.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756179#Comment_2756179

    Thrill of the hunt and totem builds that's how you do it

    ... The perk that no longer gives you a notification when someone starts working on a totem, and hex totems that get destroyed when someone boons the totem?

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761022#Comment_2761022

    It sounds like there is also an automated system, but naturally BHVR are loath to talk about it openly.

    There was a thread earlier today where someone got auto-banned for, apparently, hacking the legacy skins a while back. My guess is that some sort of system has been initiated, in addition to fixing vulnerabilities.

    We'll...have to see. I predict that the support forums are going to be fun for a while.

    That sounds amazing. Maybe I should of watched the QandA

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/306014/thank-you-for-finally-acknowledging-the-cheater-issue

    From a thread earlier today - it appears that they are MAC banning people now. Which means that you'll never be able to play the game on that PC again.

    It's a great start, and I look forward to my daily dose of schadenfreude reading threads from banned hackers.

    So like MAC ban after reading a report? But still no word they are going to add anti-cheat programming to the game, like for example. If your character goes up to a certain height - force disconnect and ban. Or if it detects someone stopped the end game timer. Or if it predicts the flashlight bean is larger than the largest it can be with add ons. Or if a character is moving faster than they should with perks/instances.

    Because that would be how deal with hacking, unfortunately a band aid fix isn't going to cut it when it comes to this level of cheaters.

  • I would like to see each Survivor get at least the ability to select from the same item pool, and at the same time each survivor have their own unique passive ability to make them more unique to the game, and more worth leveling each survivor instead of focusing on just one.

  • Imagine being that bad at the game you need BT to be basekit.

  • @RainehDaze said:

    Doesn't actually fix the problems with it, but okay. Of all the times to lean on not going wild with the nerfbat?

    Normally a change to Survivors would of been like 100% → 95%/90% . So the fact they dropped it a whole 25% is a big step when it comes to Survivor balance changes. Especially with such a popular perk.

  • I still be believe the better change would be to cap the perk at a 50% increase, and make a universal cap that healing can't be increased past 100% with multiple factors.

    But hey, down to 75% is a significant small change compared to what were used to when it comes to changes with Survivor.

  • Surge (Jolt), Sloppy Butcher, Tinkerer, Thanatophobia

    I found other regression perks unreliable as it took too long to kick gens, and ruin would just get destroyed at the start of the match.

    Yes I know Sloppy doesn't work with Legions power, but it does work when you down a survivor, and when you can't use your power. It's good for slow down.

  • How to Counter Unbreakable;

    • • The survivor will recover in 24 seconds without the help of others.
    • • Return to the slugged survivor around 20 seconds, they may get up in front of you, where you can down them again and they wasted the perk (watch out for Soul Guard).
    • • Return to the slugged survivor around 20 seconds, another survivor may help them up, allowing you to down them again anyways - wasting the perk (watch out for Soul Guard).
    • • Return to the slugged survivor around 20 seconds, pick them up and put them on a hook.

    Watch out for Soul Guard, Boon: Exponential, Tenacity, or Other Survivors

    Lol at you if you you fell victim to one of the classic blunders; Flip-Flop, No Mither, or Power Struggle.


    TL;DR - Just remember that a survivor with Unbreakable takes 24 seconds to recover from slugging once, without the help of others or perks.

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