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Leonardo1ita

Leonardo1ita

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Leonardo1ita
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  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/313842/question-to-the-veteran-expert-players-what-do-you-think-of-the-current-balancement-state-of-dbd

    I play since launch, the game is not balanced and not fun anymore, unless you are playing survivor, its just frustration and toxicity, whenever someone asks me if they should play DbD i tell them to "go play something else, try Civ. IV, i heard its a great game"...

    I thought you were a Dbd enjoyer 🤔.

    You're completely lacking the survivor part, also solo Q is really frustrating and a hell to play if you're actively trying to escape.

  • @MonsterInMyMind said:

    Followed the game since release started playing in September 8th of 2018 when I got my first Desktop that could run it I have over 4,190 hours in the game mostly on the Killer side but I do play Survivor as well more so since MMR was added.

    • Killer is insanely stressful due to the advantages that Survivors are given.
    • Solo Survivor is awful to the point you have to SWF in order to have fun as you are paired with Survivors who I'm shocked still aren't stuck in the tutorial of the game.
    • MMR is just not what a casual game needs nor is it working.
    • Core Game issues need to be addressed instead of bandaid perks being added.
    • BT should be basekit tired of being farmed by randoms who refuse to run BT.
    • Something to disincentivize camping,tunneling and slugging while they're tactics Killers shouldn't have to enforce these to win.
    • More Killer variety/Perk variety it's boring seeing the same 3 Killers played Nurse,Blight,Huntress because all the other options can't compete. Perk variety is also a problem it's the same Survivor perks used and the same boring Killer perks to slow gens used.

    I completely agree but on SBMM/MMR. It's still better than nothing. Also me too, I don't have fun anymore playing solo almost, it feels you're almost forced to play full squad for real.

  • @Bullettimegod said:

    @Leonardo1ita community in general? Or the state of the game? Or both?

    Both, tell me as much as you can, I'm trying to collect opinions on the matter.

  • @ItsJesseFFS said:

    Playing since April 2018 - The game is in a really unhealthy state overall.

    • Both sides are incredibly boring to play.
    • MMR is making this game more and more stale every single day that passes.
    • Solo survivor is still embarrassingly weak.
    • Very very very stale meta.
    • Killers hard tunnel every single match now, even DS is useless now.
    • Killers hard camp every single match now, and even with BT they just hard tunnel.
    • Boring to go against strong anti-loop killers.
    • The whole "killer is hard" mantra.
    • I'm seeing a lot of toxicity end-game chats, almost every game.

    Very synthetic, and quite truthful actually.

    The problem is not SBMM/MMR, it's core game mechanics that in many situations force tunneling/camping because it's very appealing.

  • Very good analysis, thank you for your contribute, I wish there were more comp players in the forums! 😃

    SBMM is be very good ONLY for 4 survivors communicating. Otherwise it's very bad for solos, because you still find bot teammates.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846111#Comment_2846111

    I agree with almost everything you said, but voice chat for solo is a horrible idea.

    For one, it would make every game an SWF game. I get that SWFs are a thing and facing them is unavoidable, but playing against one seriously ######### with the game balance in favor of the survivors, and we'd need a whole range of general survivor nerfs across the board to compensate.

    Of course, thankfully, that'll never happen, not with this community. BHVR wouldn't dare. You just know somebody would be screaming racial slurs at the top of his lungs all game every other game, and they'd have no way to police it. It'd cause so many problems that it'd just be gone immediately if they ever added such a feature.

    Voice chat (with bans for who slurs and harasses with it) would be great, because, I'm sorry for all Tru3ta1ent fans, the way here is bringing solos to premade groups level to close the game, not the other way around. Thing that exists in VHS and that Dbd devs are admiring.

  • @Adaez said:

    Depends what you call a veteran,I play since early 2020 and I have over 1.5k hours in the game.

    Yeah you're a veteran, tho maybe not an expert (I cannot know your skill, I'm not a wizard), provided you played consistently both sides up to now consistently.

  • @Tsulan said:

    Been playing since 2016 with some pauses. 2900something hours. Playing both sides more or less equally.

    Solo survivor is in a great spot right now. Not only because of the hud and all the status affects that which affect you, are displayed. But because someone always has CoH equipped. Which leaves more room for different builds/playstyles. Also the change of Kindred really helps your teammates.

    Since every match has the obsession "tentacles" enabled, equipping DS doesn't feel like a must have per team.

    Things that need to change for survivors:

    - voice chat = we need a ingame version for solos. Or at least a communication wheel, with pre selected voice lines for better communication. It's the only way to balance around external voice chat.

    - hook suicides = people switched from disconnecting to suiciding on the first hook. This should be penalized, just like disconnects. Because it ruins the match for everyone else.

    - item trade = it should be possible to change items/addons/offerings between your own characters. Often I have something that I need on a different char, who doesn't has the perks I need. So they just feel wasted.

    Killer is a little rough to say the least. Sure, BNP are not what they used to be. Just like moris, which used to have no hook requirements.

    Killers in general lack a certain variety in regard of their builds. Not because of the perks, but more because of the addons. Myers and Hag aren't exactly top tier killers. Yet, they offer something no other killer can offer: addons that completely change the way they play. I think, all killers should have the option to completely change their playstyle with addons.

    In fact, I evaluate killers on how they perform without addons. Since no killer should be forced to use a certain addon combo to play at all. Addons should only be used to change how a killer plays.

    Now on why I think that killer is in a rough spot. Playing without gen slowdown perks is extremely risky. Because even if the killer has a extremely good start, with slowdown perks he'll probably lose all gens, based on how little a kick does to a gen. Btw, why does a killer go through a full animation for kicking, while a survivor can tap a gen mid chase?! Anyway, during a q&a, the devs once said, that players shouldn't feel forced to equip certain perks. Yet here we are, where killers feel obligated to equip between 2 and 4 slowdown perks.

    Ruin supposedly was changed to a "endgame" perk. Yet it's a miracle if it survives the early game. Unless the killer bases his whole build around protecting ruin. Now with the new killer, I feel that Call of Brine will make Ruin obsolete. Since it synergizes better with Pop.

    Undying was in a perfect spot, when it was originally released. The argument for it's nerf became kinda ridiculous, with the release of Boons. Returning it back to it's original state wouldn't hurt the game.

    Things that need to change for killers:

    - totem spawns = most of the spawns are ridiculous easy to find. Since they appear next to gens or at survivor spawn locations.

    - secondaryobjective = while the overall gen speed hasn't changed in the last years, it's undeniable that survivors have gotten better at completing gens. Which puts the killer under pressure, when it should be the other way around. Survivors need something else to do. Gas cans, repair parts, etc. Things that slowdown the pace of the game without slapping XX seconds on top of a gen.

    - addons = survivors have several perks that help them getting items and addons during a match, which they can take home for the next match. Killers should get something similar, that allows to get and keep addons during a match.

    - Overall balance: the game shouldn't be balanced around kills or hook stages. But instead for actual hooks. A killer who got 9 hooks and 1 kill, will look far worse on paper than a killer who got 3 kills with 3 hooks in total.

    Changes for both sides:

    - the grind = remove the bloodpoint limit. Both the match limit of 8k per category and the million bloodpoint limit. Let people play how they want. Someone who kept the killer busy for 5 gens can easily end up with under 10k bloodpoints, because he hit the maximum. This system is obsolete, from an era where the bloodpoints determined if someone piped.

    - perk tiers = should be removed. A new player will get scared away, when he finds out that he needs over 1k hours to unlock most of the stuff. With the catch, that by the time he unlocked it, a dozen new perks had been released.

    - endgame perks = should be far stronger for both sides. After all, they are wasted perk slots, for the better part of the match and might not even get to used. Because the game ends earlier.

    I disagree on 2 things:

    1. Solo Q is in a TERRIBLE spot. When you get tunneled or facecamped out of the game, that's it, you lose SBMM and your teammates might not even make it out. Also I just find bad if not VERY teammates a lot of games.
    2. Undying was rightly nerfed, RNG and luck based perks should not exist IMO. You could have haunted grounds trigger 4 times, and ruin 5 times until the last totem. It was HORRIBLE, come on.
  • @Pulsar said:

    I don't know if I'm qualified to answer. I do have well over 5K hours spread across multiple platforms but I've only been here since early 2018, is that sufficient?

    Yeah it is sufficient, absolutely :D! Even having 1000 hours (1500 would be better, but 1000 is still ok) is ok.

  • @Pukenplag said:

    As someone that knows this game since May 2016 and plays since December 2016, I consider myself a veteran.

    From my point of view, killer is currently in a pretty bad spot due to COH. Prior to it, you could hit and run to ensure that gens go by slowly. However, with the additon of COH, hit and run has been made useless, therefore forcing you onto chasing someone down. However, with the current state of the game, that will cost you 2-3 gens.

    MMR doesn't make things better either.

    Survivor, on the other hand, can be really unfun in solo q and way too strong in SWF.

    Balance wise, killers may have been in a worse spot during 2016 and 2017, but it really feels like in our current era, you either play the strongest killers and sweat, or you just get a 0k.

    I disagree with this, some killers especially with Corrupt Intervention, DMS, and other perks and very strong add ons can at least guarantee 2 kills, even against super coordinated survivors with competitive coordination. The problem comes when you face toolboxes that can rush super fast, big medkits, syringes, Circle of Healing, Dead hards, lucky break + overcome. At that point you clearly start to lose control as Killer no matter how skilled you are.

  • @hailxsatanxeveryxday said:

    Oh, reading Karu's post just reminded me that I meant to address SBMM: I might be in the minority, but I like it. The emblems system was too easy to game with a weaker killer like Legion, while some objectively much better killers would struggle. It also meant that facecampers and sluggers (even very good ones) could stay in the lower ranks and make life hell for new players.

    There was a point where I was either getting games against a bunch of brown-tier newbies or a fully-decked bully squad that could run rings around me, but now that the dust has settled, I usually find that I have a chance of winning, but I feel challenged, and my skills are improving. I still tend to lose against highly coordinated teams, but I feel like that's just the nature of the game (and I win against them sometimes, too).

    Basing matchmaking around kills is just the most logical way to do things, and it makes it fairer for everyone. I think a lot of the complaining about it has to do partially with the initial confusion the system gets thrown into when you start playing a new killer (or survivor in general) since it doesn't know where to put you for the first couple hundred games and partially to do with the fact that matchmaking will ignore your skill level altogether when trying to fill spaces for lobbies where players dodged (BHVR says they're working on this).

    (I still think that Adept Killer achievements are way too hard when compared to Adept Survivor achievements, which are a breeze.)

    Kills should be a proxy for skill due to killers ability to SNOWBALL (cancelled by perks like Circle of healing, unbreakable, medkits, etc), in practice most times, especially for killers that catch up or facecamp, the strongest thing to do becomes tunneling (and eating DS) and hard camping or facecamping, and bodyblocking hooks with your body to force a survivor to die/ go second stage.

  • @GoodBoyKaru said:

    Hey, I'll be writing this post in parts so please forgive any continuity errors or repetition.

    I've been playing DBD since Nov 2017 and have around 3.7k hours across all of my accounts. I think this makes me veteran enough to answer this post.

    To put it bluntly, the absolutely best 4 survivors, who are fully coordinated and decked out with the most overpowered things, will always escape vs the best killer, who is fully decked out with the most overpowered things. Obviously this can hinge on a lot of RNG, so I'll quickly lay out what I believe the best things are.

    As survivor, you want 2x COH and 2x PT. You want 2x BT and 2x Unbreakable. 4x DS and 4x either SB or DH. Commodious Toolboxes w/ Socket Swivel + Wire Spool, or a Ranger Medkit w/ Gel Dressings and Medical Scissors.

    As killer, I think it would obviously be The Nurse, using the purple Blink Range add-on and green Blink Recharge add-on. Perks would most likely be Hex: Ruin, Deadlock, Tinkerer, and Infectious Fright (though I admit I don't know enough about the best Nurse loadouts ever so it's possible that they could use, say, Sloppy or Undying or Knock Out or something).

    Maps are entirely randomised, which they aren't in tournaments but we're on about public games here. Therefore, as an example of RNG demolishing any form of accurate balance statement, the above survivor team on Lerys or Rotten Fields would perform significantly better than if Midwich or Saloon was the map, which instead would substantially favour the Nurse player.

    Overall though, if both sides take the sweatiest ######### and are equally skilled and the survivors are coordinated, they will always win. Hands down.

    However.

    This is a rare occurrence. Tournaments have many many restrictions on perks, addons, killers, items, etc preventing players from going entirely decked out, and they attempt to minimise RNG as a factor wherever possible. In public games, this actually happening is incredibly unlikely and so the game will feel a lot more balanced than the edge case scenario mentioned above. With every possible perk loadout variation, survivor playstyle, killer playstyle, tile spawn, etc it's impossible to look at each individual scenario, hence why I've made a sweeping statement which has it's exceptions and yet is generally correct.

    Were SBMM functional, and based off of an accurate measurement of in-game skill and ability, I feel like the edge case mentioned above would be a lot more common. Thankfully, it isn't, and so the game will always feel more balanced than it is because both sides will not be bringing the best things. That doesn't change the fact, though, that the game is unbalanced at the highest possible level in the survivor's favour, and this does trickle down to the rest of the game, with perks like COH and PT being some of the worst offenders. In order to make DBD a more balanced experience, the strongest things on both sides need to be hit, and weaker things buffed, it's just that when played at maximum efficiency survivors have more of these things. Reduced RNG and nerfs to the strongest perks would, imho, go a long way to making the game more balanced. Toss in some solo queue buffs and killer mechanic buffs to compensate, maybe dash in a sprinkling of item hits (like Medkits, they need to be hit too. COH has shown how absurdly OP healing yourself in this game is) and the game will be a lot better.

    And yes, I will continue to advocate for choice restrictions ✨. If nerfs aren't wanted, then limit what can be combined, so you can have really OP things on both sides but they can't be brought together to create the super duper OP as all hell builds that could be made.

    And if I'm being honest, we're past the worst the balance has ever been imho. That would be Jan 2020, right after they hit Ruin and before we had Toolbox nerfs. That, and basically mid-2018 and before, were worse for balance imho.

    Great, pretty damn detailed, good job Karu! I really wonder why aren't you a trusted member of the forums after so many useful comments and activity, when members that are very little active keep their trusted status.

    I agree with everything you said pretty much, and considering tournaments, they limit what the game actually is. Like if everyone could use 4 Giant toolboxes with 4 BNPS and 12 charges with streetwise in tournaments, or 4 ranger medkits with max charges with lucky break overcome why wouldn't they XD? Just the fact that CoH is not allowed in tournaments completely changes the stats by a huge amount, and it becomes almost a complete version of Dbd.

  • I've been playing Dbd since Jenuary 2017 with 2700 hours, and I've been watching it since 2016, and I've got 2/3k hours of experience just from watching Youtube videos and Twitch streams and tournaments. I've never farmed hours in game, so that's my legit number of hours.

    I'd like to write a lot about the balancement of the game, but right now I'm tired so I'll write about the balancement state of the game soon.

  • @ThiccBudhha said:

    Please do not use banned words here on the forum, sir. We are trying to cultivate a family friendly environment in a game about brutally murdering people...

    Oh no, how dare you spot the hypocrisy of society! :D

  • @Wheatbread28 said:

    This was something that changed in 5.5.0.

    So has this been fixed?

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2838937#Comment_2838937

    Wow, it's been A YEAR since this bug hasn't been fixed?

    WOW. 👀

    To be fair this patch a lot of bugs have been fixed, but this is an important one and has been in the game god knows since when.

  • @shalo said:

    Here we are in March 2022, still happening, still Pending.

    Wow, it's been A YEAR since this bug hasn't been fixed?

    WOW. 👀

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825665#Comment_2825665

    This^. It's a special stun that applies to grasp rescue/escapes by any means: pallets, flashlights, head on, wiggling etc. And it's a fixed lenght.

    Those trigger the escape/rescue event, but it's the latter that applies the stun.

    Also, with Enduring reduction, you'd be basically out of stun as they complete the drop animation. Definitely not intended.

    On a side note, this bug makes power struggle useless if you fall same side as the killer.

    It would be cool of they took this chance to actually keep the perk buffed

  • Still present. So, is it a bug or not?

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/313265/share-here-your-best-sadako-onryo-flickering-mindgames

    https://forum.deadbydaylight.com/en/discussion/comment/2840484#Comment_2840484

    Thus far, I'm finding it a bit unreliable - smart survivors can anticipate your movements and if they sense you are trying some mindgame shenanigans, they just leave the loop.

    I did have a game on Pantry where I pretended to go up the ramp but actually circled around the back of the jetty. I'm also going to try out DMS on her once it unlocks - I may be able to spook people into leaving gens.

    I have a feeling that she'll need a bit of a buff - thus far she's not horrible, but probably the most 'meh' killer release since...Trickster?

    It's good in those situations where they are in a map corner, but sometimes even in the open if the loop is enough tall, or short with how long it takes to circle around it, or with LoS blickers

  • @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840327#Comment_2840327

    You absolutely asked the wrong question to the wrong guy, Sluzzy is a Nurse main.

    Really? I thought they were a survivor main

  • So, does anyone have a mindgame to share?

  • @Triforcer said:

    I think the post-manifesting flickering gives her depth nobody has completely thought through yet. Demanifesting in a loop, manifesting, and then using the invis as cover is great mindgaming potential- she really is a better pig at that point since the crouch attack is useless. That doesn’t put her at nurse level, but combined with the teleport and low TR I think she is solidly A or at least B tier.*

    *Until the post-manifest flicker is reduced to .25 seconds and the extenders nerfed in 2 months.

    In general everyone still has to learn a lot if mindgames about this part!

  • @Haddix said:

    The invisibility is not increased by 83%. The addons have separate effects.

    The newspaper increases the time that she remains invisible during the flickering duration by 33%. Flickering duration is the time when she is intermittently visible. I believe this turns the duration that she's invisible from 0.75s to 1s if I remember the numbers correctly.

    The mirror addon increases the flickering duration by 50%, so instead flickering for 4 seconds, she flickers for 6.

    #########, you're completely right! And I even thought about this for ages! I edited the post

    The one that acts +50% when Demanifested could still be good, because it increases the invisibility from 1 to 1,5 seconds, which should allow some interesting mindgames somewhere where a longer duration is required!

  • @Sluzzy said:

    That's because she's very overpowered. Adept on first game should be next to impossible.

    Sluzzy just 1 question: do you ever play killer?

  • @BlackRabies said:

    I quit playing him myself also since he just feels so bad now and indoor maps just kills him now. The few DS I've faced as survivor were all really bad as well. The one I met yesterday the DS was getting destroyed so badly we weren't even doing gens we were just fooling around chasing after him while he was chasing just 1 survivor at a time. Last 2 gens weren't even getting done until 2 of us died.

    Yep. Landing shots in indoor maps is super difficult, and you cannot risk to miss otherwise the shift W is worse than in outdoor maps

  • Btw @ScottJund here's what happened wishing his ADS slower, nobody enjoys playing him anymore.

  • @Mister_xD said:

    these changes didnt just nerf Deathslinger.

    they effectively removed the Deathslinger from the Deathslinger.

    Now he is but a worse Huntress, he no longer has an identity other than that.

    Is think a good temporary solution would be to make him go at 4,4 m/s when he aims, and make his ADS speed not as before, but a bit faster, or as before but with a big cooldown. Right now it's really rough, if you miss it's a giant shift W

  • @lemonsway said:

    Kills is not the best way to Balance the game because most killers can't actually kill. That's the issue here, killers can't kill unless they make the game as unfun as possible and we don't want an UNFUN game and neither do we want OP killers so maybe instead of individual Balance changes we make game changes that better reflect the swing of momentum.

    It takes so long and it becomes so hard to kill a single survivor that killers just take the easy way out whenever they catch someone, a single chase and a single hook is so time consuming that making that single hook as important as it can be becomes the priority for killers thus camping and tunneling runs uncontroled, especially in the age of MMR.

    A very simple solution to this is to change the Hooking system. Instead of being able to camp hooks or just make quick rescues, the game should keep the Hooked player on a time based exclusion. Every time you hook someone, that someone is excluded from the game and when the exclusion time is up the entity frees them and allows them to participate in the match again.

    This means that temporarily the match becomes a 3v1, reducing the pressure on killer significantly, you no longer need to camp and you also dont need to worry about a quick rescue either, it's a guaranteed 3v1, it makes every single Hook very meaningful.

    Limiting the number of active survivors is key to managing the match as killers. This change to the hooking system would provide a very positive change to the flow of matches.

    On Survivors side not much changes, you can still attempt to prevent the hook with flashlight saves, bodyblocks, hook sabotages, pallet saves.

    In all honesty i can't understand why a timeout system like this hasn't been talked about. It helps vs SWF's, its 1 less coordinated player, it helps reduce extreme reliance on some perks, especially on killer side, knowing theres less input because theres 1 less player will give killers more chances to run other perks and if the same regression perks keep being overused then you can tweak those perks to have a smaller effect while increasing the Hook system timeout or some other aspect that benefits and promotes killers to not rely on multiple regression perks.

    A hooking system would feel super unnatural and wouldn't make sense in a lore prospective, Dbd should be a mix that in most casual matches is, where if you get in a situation where the killer can take advantage from camping or tunneling it's ok, but not where Bubba HAS to facecamp at a certain point during the match because there's no other efficient way to get kills quickly.

    So the game should be reworked totally with an entirely new game mechanic, and good lucky before and IF something like was to be implemented knowing Behaviour.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828047#Comment_2828047

    slugging is snowballing with the killer. Tunneling can also be considered snowballing as you are attempting to remove one survivor out of the game early on by skipping chases on other survivors. Why are these two problems? Players are acting like MMR changed entire landscape of DBD when all of this was possible before MMR.

    problem with facecamping is that unlike tunneling and slugging, facecamping often has very little gameplay interaction between survivor and killer. With tunneling, the interaction between the killer and the survivor is the chase. The same can be said for slugging. you need down the survivor to physically begin slugging. With facecamping, you chase once and it is done deal. It usually just leads to dry matches of draw results. Due to lack of interaction, it ends up not being very fun for the survivor unlike other two.

    I'd say larger problem is that most players do not want to play in specific ways to win. Killers in particular want to go for many chases and be rewarded for their short chases through 3 hook kill condition. Ideally, they want the win to feel natural and organic towards gameplay. Tunneling a single survivor out of the game does not feel organic to the gameplay. your really forcing the result to occur. The same can be said for proxy camping+slugging. Twin's proxy camp+slugging gameplay feels too unnatural towards gameplay. That is main reason why I stopped playing them because the wins felt way too hollow for my tastes.

    A large reason why I dislike playing weaker killers is because I feel obligated to follow these strategies to stay competitive with my competition. I think this actively drives you away from enjoying killer. for example, when I'm playing bubba, I'm not actively looking to camp with bubba, I'm actively looking to do 12 hooks chase gameplay because the chase interaction is the fun part of dbd. negative killers changes just kill the joy of playing killer and further reinforce the idea of requiring these strategies to produce forced outcomes. I am not sure how to describe this, but changes often rarely affect the the forced outcome elements of these strategies but instead focus on micro-elements of each individual chase. you get actively punished for chasing as a whole with killer so the end result becomes how should you play minimize the amount of chases needed to win as a whole. its very counter-productive to the fun aspect of playing killer.

    Even the lore suggests that you should not tunnel, Pinhead himself says " I MUST be going now"

  • @pizzaduffyhp90 said:

    They're playing Hockey remember it's like shooting a puck ;)

    In theory kills should be a proxy of skill because you have to snowball as killer in order to win, the problem is that in practice the only efficient way to do so is to tunnel someone out of the game ASAP even in the dirtiest way possible, facecamp, or slug everyone. The only killers that can actually apply pressure by themselves are Pinhead and a few others, but Pinhead is the only one who consistently doesn't have to play territorial or tunnel if he can manage the lament configuration and keep chain hunts going.

  • @Mandy said:

    Stats are something we rarely share, due to the way they're taken and the arguments that ensures.

    What do you mean? Bad/incorrect arguments should get countered by good/true arguments, and if the good arguments cannot confutate the bad arguments, then probably the bad arguments are not actually bad but sometimes true, so I don't see the reason not to share stats if not the fear of negative, tho many times constructive, feedback from the community.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820919#Comment_2820919

    Yet playing with randoms doesn't sound like it's fun for you either.....So...? What's your better option here ?

    Having a system that actuallt weights skills instead of kills and escapes

  • @SuzuKR said:

    Then take a break, play with friends, or play killer.

    Playing killer is literally the only fun thing left in this game, even if the game is unbalanced

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/311592/rant-solo-q-il-totally-unplayable

    Devs do something ??? You realize....You can make friends and play in SWFs.....Right ?

    Playing with the same players all the time is not fun

  • @Akumakaji said:

    Its called MMR hell. You need to push through, no matte what. Down at the bottom of MMR hell all the survivors die on first hook to NOED using Wraith. But you got to endure. Once you won a few games you actually reach the pastures of "normal MMR", where things look much better. And the grass is more green on this side, too. :)

    no green grass, no matter how many games I win I still find bot teammates

  • @KrampusJumpscare said:

    LOL @Scienziatogm THE GIGACHADZILLATRON DID IT

    We don't know if they fixed stretched res because of him or not.

  • It's over, they did it! Thanks to this post (?)

  • Btw all gens repaired in 2 minutes and 40 seconds. How do you ever win without Deadlock/Corrupt? You don't, simply.

  • Yep @Peanits , this is the immense power of doing changes that seem little but then do a giant effect, which could be applied to many perks in Dbd such as Lightweight (buff from 3 to 5), Surge (increase the radius), Premonition (reduce the cooldown), I'm all ears (reduce the cooldown), so the meta shifts and maybe we see less dead hards and less unbreakables/borrowed times/Decisive strikes, etc.

  • @Prex91 said:

    The fact however devs gives no explenation why the problem can not be fixed/ they dont work to it Is no good. Ok, tgey admin the problem you guys said, but why no mention of possible/impossibile fix? Neither one comment by them on this post? Again, lack of commuication. Talk only when the people Are too loud or quitting in mass.

    I really wish this was not the case, but the more time passes and the more the devs seem more and more on the dark side.

  • Great, so the guy who was supposingly lag switching completely changed his name, and he blocked me when I sent him a friend request, other than hving a private profile with a game ban with a year ago.

    Well done BHVR, as always.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2793374#Comment_2793374

    It's not as easy as you make it out, if you're not playing a mobility killer. I think it should be of moderate strength, just enough that the survivors have to be at least slightly careful about where and when to put it down.

    Even high mobility killer have NO IDEA where a boon totem can be. None. They have to guess in a giant map with no sound indication unless you're super close to the totem.

  • @SkeletalElite said:

    You messed up the calculation for sloppy butcher

    16 /( (1+.75)(1-.5)(1-.2))

    16 / ((1.75)(.5)(.8))

    16 / .7

    22.85 seconds

    One team mate healing is

    16 / ((1+.75)(1-.2))

    16 / ((1.75)(.8))

    16 / 1.4

    11.42 seconds

    Right. Doesn't matter that much anyway, the perk is still super busted.

  • @Marc_123 said:

    Stretched is still cheating - will never change.

    Don´t use it - have some pride.

    It WILL change, as long as we as a community make the devs understand it's something important to fix RIGHT NOW

  • Yep, exactly. That's SUPER DUPER ULTRA IPER MEGA OMEGA SMART

  • @JawsIsTheNextKiller said:

    IF HorizontalRes IsLessThan VerticalRes

    Close Game

    ENDIF

    There you go devs. You are welcome. Can I be a dev now?

    The OP is a real programmer, that code is not a joke

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