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LordRegal

LordRegal

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LordRegal
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  • @Cetren said:

    You should never stick to one strategy primarily. Your plan of action is going to change every game depending on the situation. Camping and tunneling admittedly isn't fun, and it shouldn't be used all the time, but when a simple first down costs you more than half of your dependable objectives, its time to make up the pressure by getting someone out of the game. Or vice versa, when you can afford to leave and you would gain more by doing so, you should.

    If a pallet is mindgameable, go for it. If the survivor is starting to get the upper hand. Break it. It depends on the map generation and how they dance with the pallets.

    The idea that you would primarily play one way is inefficient because every map and survivor groups are different.

    This more or less sums up my thoughts. The matchup and map dictate a lot of what I play as - the only guaranteed thing is I immediately head for the furthest gens from me because that’s likely where at least some of the survs are. It’s why I hate spawning in the middle - it turns the start into a major guessing game. Otherwise, you play to the team. Hyper altruism lemmings? Play around the fact you know they’ll hook rush. Gen focused? Split the pressure and force them off. One guy’s amazing at extending chases? Pretend they don’t exist until you catch them out of position.

  • Speaking as a programmer here. You’re assuming they run the agile software development cycle. Agile is where you focus on one or two things a day, get that hammered out, and push all the fixes you have in two weeks. This works in environments set up to be very independent - by this I mean every single entity in the game would be encapsulated and separate from the rest, which would allow them to make one change to one thing very quickly.

    Now, we know this isn’t how BHVR made things, otherwise changes to one killer wouldn’t impact another (note that both Wraith and Spirit got affected by the “reappearance lunge” bug). That means they’re likely not in a situation where Agile works well for them. They may do Waterfall method, judging from their speed, which is to have fewer releases but have them all be large. This is what my project does, as we have thousands of interconnected pieces that would not allow us to safely do Agile. If we release a bug to production, if it doesn’t break our system, it takes a couple weeks to get us through the process of our development cycle - design, code, test, retest, ship. If it does break the system, we design after we ship for speed, but even then it could take a few days, especially if we aren’t sure what’s causing it.

    That setup seems synonymous with what happened this release. Oni comes out, it took a few days for the hotfix for the basement glitch to come out (and note it had a lot of other minor bug fixes too) and then a week or two later we got the second hotfix. That’s very Waterfall speed. So really, development wise, it makes sense assuming they aren’t on the Agile method.

  • My solution if I can't find a single team member who isn't being toxic, I just go to the basement, stare at the wall, and alt tab out. If you take all of their enjoyment away, there's no reward for their behavior. If I'm not going to have fun in the game anyway, I may as well not reward their behavior either.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/919031#Comment_919031

    If you can't even hit rank 1 as survivor you're not a credible source

    As the OP of this thread, I can and will happily link my profile for proof that I've reached rank 1 on both sides if you so desire, and I'm the one who complained initially here about being purple surv/green killer and getting the wrong colors. Rank is meaningless. I stay green as killer to have a good mix of fun and challenge - but if I'm gonna get reds anyway, I may as well not stay green either and get back down to yellow. Doesn't mean I can't tryhard for a month and get to rank 1, but I'm certainly not gonna have fun with it.

  • I'll throw my voice in here: I would be playing Nurse if not for the rework. Post rework I can still 4k with her but I have way less fun than I'd have playing...anyone that isn't also Clown or Leatherface. She's extremely unfun to play now, so I'll pass on that. It's a hollow victory if I 4k but feel like I just took an exam...I've been out of college for years now, no more tests pls.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/916860#Comment_916860

    I've encountered rank 20's during last rank reset at rank 12, so I don't really think it's working as intended unless the change was recent.

    I've definitely gone against brown ranks as a mid/high green killer. Never feels good, but then again neither does getting almost all purple/red like I do most games. I keep myself green for a reason, I don't like having to tryhard every game, but...I must be in the vast majority from how matchmaking treats me.

  • Instead of Trapper having different traps, how about having a firework go off above the trapped person like "yay, I did it!" (seeing as everyone gets aura reading for the trapped person it wouldn't be any extra info?)

  • The mistake you make is assuming it's a team game. It isn't. There's a group of who need to rely on each other to get out, but at the end of the day, if three die so one can get out, it's the one who wins, not the four. SWF breaks that idea and makes it a team game. That being said, that does not mean the game is intended to be a team game, and therefore I disagree with the idea.

  • Toolboxes for sure. Flashlights are fun to mindgame actually. If you down someone and you know there's a flashlight save person, just look down at the survivor for a second. 9/10 times they come RUNNING to let you smack them like obedient lemmings. Works multiple times a game too if you're careful.

  • Until the buff, I would've said kindred was my underrated gem. Now I'd probably say Plunderer's. Get something good from a chest 90% of the time, and see where chests and items are? Win/win.

  • @FriendlyGuy said:

    Otz blackpipped in roughly half of his games due too heavy slugging. He also used bag addons in nearly all of the games and bag addons are the strongest trapper addons. And he's a trapper main.

    "Hex: Ruin" is very needed in high ranks if you don't aim for slugging and a blackpip.

    Otz responded to Tru3's guessing that he slugged heavily saying he did not, and knew he didn't because in most games he ran Pop or Thrilling Tremors which need you to specifically not slug to work.

    As is, I know that with matchmaking being borked, if ruin was required I shouldn't struggle to stay in green ranks like I want to. As is I keep beating purples/reds without it, and keep getting higher in rank than I want to (because I'd rather have fun than need to tryhard every game). Favorite slowdown perk is probably Thrilling Tremors, honestly.

  • It's funny because I've had swings as killer where I say to myself "ok, that's a miss, they got through that too fast" only to nail them, and I've had swings where I think that it's a guaranteed hit on a fast vault and I smack the windowsill instead. So even from the killer's perspective it's not always clear.

  • You can still flick 90 degrees, that didn't change. The only thing they changed was the keyboard and mouse stacking, which was unintentional. So, if you weren't holding Q/E and moving your mouse at the same time, you won't see a change.

  • @FluorescentLemon said:

    how to you make tunneling and camping literally impossible? It's not like the devs are going to referee the game and give me a 5 yard penalty or something.

    I swear to God if they suddenly introduce a "automatic first down" mechanic...

    Wait, what game are we talking about again?


    ...In all seriousness though, I feel like forcing a game to be longer no matter what's going on isn't the solution. Is the game too fast now in optimal play? Yes. But that doesn't mean survivors shouldn't be rewarded for absolutely stomping the killer. Ironically, doing things as fast as humanly possible only hurts their score and pip in the end. No killer interaction = no boldness and no altruism, so they're missing two of their emblems right there. I say this as someone who is frequently called a killer biased person, by the way. There's ways to make the game more balanced, for sure, but I don't think enforcing a minimum speed requirement is the way to do it.

  • Ouch. Post rework that's going to be a nasty one, unfortunately. I picked that up back in 2017, along with my rank 1s. Best of luck to you, I suggest the recharge reduction add ons for an easier time. The good news is she works well with her perks, and all of them are genuinely useful to varying degrees, so you're not running with effectively no perks like some killers would.

  • As a fellow achievement collector, I feel your pain. If they ever turn on the DC penalties, that should at least not happen as much. In the meantime, rank reset is today, so you've got a full month now to get back up, and with the reset rules being less punishing on the reset portion, you won't have fallen as far.

  • What I want to know personally is what the difference is between running a Ghostface with his shroud up and running a more traditional killer player who's learned how to hide their red light a bit. In both instances you're relying on a mindgame at that point, and it can not pay off in either circumstance.

    I had a game recently where I went against a streamer as Wraith. I like to watch the VOD of the game after the fact to see how they thought I played and whatnot. My favorite part of the match was the first time I encountered the streamer. They ran to that Macmillan specific tile, the double L with an extra wall with a window, and dropped the pallet a little early to cut me off. I make it immediately clear I'm just going to round the L and chase, and he decides to get greedy and doesn't vault the pallet again. I chase them around the loop until they round the corner back in the same direction we started this tile. I stop and start running backwards, he vaults the pallet, assuming I'd keep chasing. I spin around and smack him almost the instant he's available to be smacked, and he goes down, yelling "WHERE THE ######### DID YOU COME FROM?" From his perspective, my red light didn't exist until I was about a quarter second away from hitting him. He had chase music the whole time, so he didn't have an indicator I wasn't directly following him, and his assumption that I was behind him and he wouldn't get another half loop in time to reach the pallet made him choose to vault despite a sudden absence of my presence. To his credit he did look back as he vaulted and saw I wasn't there, but he chose to fall into the trap I set and failed the mindgame check.

    I could've pulled that off with any normal speed killer (the others may not have been able to catch up enough to pressure the vault in a single round of the loop). The only difference between them and Ghostface is if his shroud is up, he could have turned forwards as he reversed course. That doesn't change the fundamental fact it's a mindgame, and any killer can pull that off if they're thinking ahead far enough. So I'm hesitant to say that the red light disappearing is a problem, honestly.

  • If it's a dev/CM absolutely. Mods generally don't poke their head in unless it's about rules so that alone isn't worth a click.

  • I'm admittedly biased towards Otz regardless of opinion of stances, so please bear that in mind as you read it.

    I do think Otz had the stronger argument, mostly because I think Tru3 is conflating his personal skill with the killer's power. Extremely solid killer fundamentals help you compensate for a killer's weaknesses, and Wraith is a very "standard" killer (please note, I love playing Wraith, but I don't believe he's top 5). Because Tru3 is so solid in his ability to play killer, he does very well. But that doesn't mean the standard person can take Tru3's build into the game and 4k reliably against people of good survivor skill either.

    In addition I think Otz' definition of a win is more accurate, especially in what these forums say is the win. "Rank doesn't matter" - how often do we say this? If that's the case, then Otz is more on the nose on what designates a win. If you get Brutal Killer but 4k...you still walk away feeling like you won, even though the game said "meh" to your play.

    Otz did respond to Tru3's belief that he slugged in a lot of his test games, Trapper suffers a bit in the ranking system, and Otz explained that a bit, and that was one of Tru3's main counterpoints to Otz's 16 game Trapper run.

    Where I think Tru3 does have a good point is the fact he doesn't main Wraith and did well, while Otz played his main and did well. I think Otz should have played someone he thought was underrated that also wasn't Trapper to get his data, playing as optimally as possible as he did with the Trapper games. That would've been the best comparison. That being said, I don't think that undermines my point that Tru3's killer fundamentals being so strong benefited him immensely in trying out the Wraith run. Give that setup to a less godlike killer player, and I highly, highly doubt they'd perform as well as Tru3 did in a similar environment.

  • I say this with total honesty:

    I am ok with being camped.

    I am not ok with my teammates seeing I’m being camped and farming me off the hook anyway.

    From your second post it sounds like your teammates were rewarding the camping behavior. That’s the true problem. Had they played intelligently they would’ve had 3-4 gens completed as you were camped and the killer would’ve been extremely punished for the behavior. That is worth my death, every time.

  • I agree with the foundation of your post: calling someone a KM/SM does nothing productive, and puts the one called out on the defensive, which shuts down reasonable discourse.

    The part I don’t quite agree with is the logic that people who play both sides aren’t better equipped to understand the balance of the game. I’ll use myself as an example.

    If I ONLY look at my survivor experience, I would think Nurse is the easiest killer to face, and it’s super hard to extend chases against more standard killers if you can’t lose them entirely, because this is my experience playing. I can’t loop worth a damn, I’m good at dropping chases. If I’m not near a tile that’s solid for that, I’m screwed - unless it’s Nurse.

    If I look ONLY at my killer experience I’d think survivors have way too many places where looping works for way too long, and M1 killers don’t have enough tools to deal with that. Nurse on the other hand denies loops so she’s strong, especially since it seems most survivors don’t understand you can’t rely on the same tricks against a Nurse as anyone else.

    See the problem? My two halves show opposite things. Without the other half for context I’d be seeing things from a very skewed perspective. Doesn’t mean I don’t have an opinion unless I have both perspectives, but it does mean having both makes me better informed.

    Regardless, there’s ways to frame the arguments that don’t put people on the defensive. Hostile wording never helps. And that I agree with you entirely on.

  • I find Ruin to be the most unreliable slowdown perk in the game. It’s the only one that can both be removed and can be ignored through optimal play. You can’t ignore or remove Corrupt, Thrilling Tremors, or Pop. Thana and Dying light can be removed through healing/one person dying, but they can’t be ignored. As a result I don’t tend to bring Ruin. Do I get games where gens fly too quickly? Yep. But the way I see it I wouldn’t have won those anyway with how efficient people were. I’d rather lose quickly and move to the next game in those situations.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/914371#Comment_914371

    I actually did that and it didn't count for me, so I assumed it had to be a save. But that's hardly the first challenge I've completed that didn't count. I should have known.

    Yeah, sounds like you got BHVR-ed. The blind I got off to complete the challenge didn’t result in a save so I’m confident it can count those.

  • it doesn’t need to be an actual save. If you blind the killer while they’re in the pickup animation, even if you do it “too early” and the survivor doesn’t get off their shoulder, the challenge is completed.

  • I’ve said it before, I’ll say it again, the next time stats come out, I would love to see a timeline of Nurse’s pick rate. Start about a month before her rework, and then show the next few months after. Too many people are reporting not seeing any Nurses anymore for me to believe that her pick rate wasn’t lowered drastically, and I’m truly curious how much. Preferably a pickrate verse time graph as opposed to pickrate to kills graph like we got in the last stat showing. If, as I suspect, the graph shows a slight uptick the few days after the rework (as people try her out) and then drops off to something significantly lower, I think at that point it’d conclusively say that the rework made her unfun to play as.

  • Seeing as it’s a pleasant surprise to wind up against my own color when I’m killing, and my lobbies are instant, I’m going to say it’s safe to say there’s not enough killers in East US/Canada as well. (PC)

  • I picked up Susie’s sweater. First cosmetic I’ve bought with either cells or shards, so if that doesn’t say how much I like it, I don’t know what will. Excellent cosmetic!

  • If I need to, I'll go find the Peanits post where he says explicitly "We have no plans to nerf the Wraith". Otherwise, I'm gonna assume this is bait.

  • Figured I'd have some fun tonight playing low tier killers. Was doing pretty well and having fun until I hit a 3/4 man swf all in red or purple ranks. I'm green (intentionally). Thanks matchmaking, I should not have been possible to be selected by the rank 2 in there, I'm rank 9 right now. Time to go play Civ V for the rest of the night because, despite every game before that being fun regardless of outcome, that one game was tilting enough to stop for the night.

  • I want to sincerely thank you for the changes you're looking into, the altered camera sounds like an extremely healthy change, and I look forward to seeing that change in the future.

    I truly appreciate the open dialogue here as well, so thank you.

  • @Laakeri said:

    https://forum.deadbydaylight.com/en/discussion/comment/911493#Comment_911493

    I agree its bad balance as the Nurses core is still a problem, doesnt matter if 2nd blink cd is few seconds or 10 seconds its still a problem as she ignores all the defense survivors have.

    Please refer to my post on page one where I state I could run a nurse longer than any loopable killer before the nerf. I strongly disagree with the "ignore all defenses survivors have" argument. I struggle in chases against Doctor more than Nurse.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/911044#Comment_911044

    I didn't say survivors were the only one. What I did say is that the level of changes fundamentally changed the game to the detriment of survivors. Overall the game has gotten harder for survivors, easier for killers. FULL STOP.

    You seem to be looking at more of a play by play, which we can wade into but that's a nuanced and involved conversation. For example, you mention reduced speed to sabo traps, but skip over the fact they regenerate themselves now, overall you would call that a BUFF as far as impact on the game is concerned, there's no way you could call that a nerf unless you want to feed YOUR narrative.

    And I quote, from you, in this exact thread:

    “With the years of survivor nerfs, with little to no push back on killers. You've essentially created an entire entitled killer class that just can't accept the change.”

    Little to no certainly implies survivors were the only ones getting significantly changed.

    My narrative, as we’ll call it, I suppose, is that the game feels a hell of a lot more fun to play as either side than it did when I stopped playing out of frustration back in early 2018. It’s not perfect, far from it, but at a fundamental level the balance has improved. My narrative in the last post was purely to disprove your stance that I quoted, verbatim, from you at the start.

    Feel free to respond, but I’m likely done with this line of talk for two reasons: one, we’re derailing the thread, and two, shifting goalposts and continued hostile tone isn’t something I prefer to engage with.

    ...as for the sabo change, since you called that out, sabo I was fine with at the time, since again, as I stressed, some of the changes made sense. The disarm time being nerfed at the same time was what I thought was overkill.

  • In the grand scheme of “recent changes I am unhappy about” Forever Freddy being nerfed doesn’t register at all. He’s still a super effective killer, and very much didn’t need that much slowdown to win. Coming from someone who very much prefers killer, this was a positive change. Now there'll be fewer insta DCs against him.

  • Agreed. I enjoy Freddy’s playstyle, but a lot of times people would automatically assume I’d be running Forever and give up super fast. I...never ran it. Not once. Now there’s at least SOME hope of no DC!

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/910964#Comment_910964

    Well I'm not pulling punches if that's what you mean. Maybe I could have said it nicer but I'm not wrong.

    Infinites gone, vaulting/perk/map/pallet nerfs, bloodlust added, end game timer added, hatch close added. All this has made being killer easier and survivor harder since release.

    You don't ANYTHING NEAR the same level of game changing nerfs aimed at killer.

    Survivors have always been the ones that needed to adapt to the game, it's only more recently that killers aren't having the game catered to them.

    Across 2017:

    General killer nerfs:

    Bloodlust nerfed 3 times after its introduction

    Window vault speed nerfed

    unrelenting/save the best for last both gutted to take apart the machine gun combo, unrelenting never regained usefulness.

    Iron grasp heavily nerfed.

    Trapper:

    Trap hitbox reduced multiple times

    Red stone/purple stone both nerfed.

    reduced time to sabo/disarm trap.

    Wraith:

    First attempted rework weakened him significantly. Second rework is current form.

    Hillbilly:

    flick removed

    increased default penalty when bumping into things.

    nurse:

    removed one blink by default and nerfed her movement speed to current levels.

    Myers:

    removed ability to stalk multiple survivors at once.

    Nerfed stalk gain rate.

    hag:

    Introduced the counterplay to not activate traps by crouching.

    Long persisting bug that left her unable to move for a brief moment after teleporting.

    Doctor:

    was intended to break the game, had to be buffed within a month due to being so weak. Never considered strong.

    huntress:

    Heavily nerfed iridescent hatchets

    increased base wind up time.

    Freddy:

    reduced his aura reading powers

    ...this is hardly comprehensive, just what I could come up with thinking through the killers. Now please, let me stress:

    I FULLY BELIEVE SOME (not all) OF THE ABOVE NERFS WERE JUSTIFIED.

    That being said, I mention them to make it crystal clear that your narrative of survivors being the only ones who have been nerfed in the past is incorrect. Being angry about recent nerfs to survivors is all fine and good, but not when you create a false narrative.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/112037/is-nurse-actually-weak

    Nurse isn't weak.

    What were seeing is the killer community largely trying to come to terms with what a nerf feels like. Historically it's been survivors who've received nerfs. However games now are seeing more than 50% survivor kills, so the devs are trying to pull it back closer to 50%.

    With the years of survivor nerfs, with little to no push back on killers. You've essentially created an entire entitled killer class that just can't accept the change.

    That's why you're seeing so much drama.

    Man, you just don’t know how to not be inflammatory, do you? I’d respond with a short list of a bunch of killer nerfs across 2017, when I played more consistently, but I’m not putting in the effort when there’s that much bias and “let’s start a fight” in your initial post in the thread.

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/910760#Comment_910760

    She‘s faster than survivors moving in a straight line but you have to read them... if anything she is now what you’re referring her to be... a mindgame killer... before she didn’t need that and would always just eventually catch up for free giving several chances to land on the survivor’s legs.

    She’s fine now but the game objective isn’t nor is the swf-solo gap.

    she can indeed eventually catch a survivor running in a straight line...but it takes painfully long. Thus why I said “straight line with an occasional juke”. Check @Endstille ‘s comment history, he has videos showcasing this, and technically he’s not even showing the worst case scenario.

    It seems like we’re arguing slightly different points though. You’re saying “Nurse is fine since you can force her to give up quickly if you mindgame her once or twice.” I’m saying “I enjoyed running a Nurse who was determined to get me for three gens, until, despite having two blinks on command, she had to give up on me and go try to pressure someone doing gens.” Some people pride themselves on looping regular killers for five gens, I prided myself on being able to run all but the very best nurses so long through mindgames and jukes that they had to give up or risk getting no kills. It felt extremely good and rewarding to do this. I don’t get that feeling anymore since the moment I force the second blink I know I’ve won the chase against new Nurse. That’s just not as rewarding.

    People seem to have built old Nurse up into this unstoppable force that would get you 100% of the time no matter what. She absolutely could be juked, lost, or rendered useless through proper counterplay. Anyone who played with me against an old Nurse would clearly hear my tone of excitement when I heard the first scream signaling we were against her. Now it’s a tone of surprise because you just don’t see her anymore. And really that’s what I find most telling about her rework. If you never see her anymore, can you really say it was a healthy change?

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/910738#Comment_910738

    That’s literally how nurse worked on survivors though... punished purely based on mechanics... it has to work both ways for her to exist. You can’t take mechanics away from survivors and expect her mechanics to not get limited too.

    Speaking from the survivor side, Nurse used to be my favorite killer to go against because you couldn’t loop her.

    let me repeat that to be clear: I enjoyed versing nurses more than any other killer.

    This is because I cannot loop. 800 hours in the game, 100% achievements, and I can’t loop for #########. What I can do is mindgame and juke well. Who does that work best against? Nurse. She forced survivors to not rely on the same thing, running in circles, which I’m glad for since I find running in circles boring no matter what side I’m on. Intelligent play is far more rewarding to me, and Nurse FORCED that.

    Post rework her best counter is running in a straight line with a single juke here and there. Much less entertaining to go against.

  • The problem with Nurse is she was already the only killer who was objectively punished for using her power. No other killer in the game is forced to look at the ground barely moving every time they press M2 (Trapper and Hag look down, but that’s to activate the trap to use later).

    Post rework, she is DOUBLY punished for using her power. You blink, you fatigue (wait), and then you have to wait a second time for her power to come back fully. That feels extremely unfun and actively discourages using her power. Add in the fact she’s the slowest killer in the game to force her to rely on her blinks, and now she’s being punished for not blinking and punished twice for blinking.

    Is she still effective? Yep, I as a former Nurse main can still 4k with her. But it is a 100% unfun experience now as the killer. I am punished through game mechanics no matter what I do. It’s an experience in masochism playing her now, and I’d much rather play any other killer than her (well, except Leatherface or Clown). I’ve dropped her as a character completely, except for “no blink no perk no addon” Nurse games because somehow that’s legitimately the most fun I can have with her now.

  • Hard disagree. As others have mentioned, a true tunneler will need to camp you. If the killer is camping you, the solution is to NOT have you be saved, but have the others do gens. One of the worst attitudes I see in this game is the idea that “I MUST be saved if I go on the hook.” This is objectively untrue. If the killer is camping, a save attempt will only end up rewarding the behavior. If you’re being camped, you have 2 minutes of life on the hook. That’s enough time for 3 gens to pop and another to be most of the way along if everyone does one and then meets at a fourth together. You die, but the killer is legitimately punished for the behavior. That’s how you discourage camping, and by extension, true tunneling.

    If I’m surviving, the WORST thing you can do is save me when Kindred is showing that pink aura more often than not. Leave me to die, do gens, and punish the behavior. I will be much happier dying knowing I’m helping to give a mediocre killer a good lesson, than being farmed off the hook for points and rewarding the behavior the killer is exhibiting.

  • I feel like I’m in a pretty good place to judge how the game feels since I took almost a full two years off of playing. I was very disillusioned with the state of the game around the release of The Pig and wound up uninstalling and not coming back until October of this year. And honestly? The game is in a lot better state than when I left. It’s not perfect, I still have my gripes with it, but it legitimately feels better to play than two years ago. Just last night I had a couple hours to burn and despite multiple games pulling my attention about equally I chose DbD for most of that time. If it were still like it was in early 2018, I would not have.

    If you’re struggling to have fun, take some time away. Doesn’t need to be 2 years like what I did, but even a few days can help reset your mentality. And that’s more valuable than anything the devs can do.

  • This topic is particularly interesting to me because I’ve got two different viewpoints from this in my household.

    I played LoL for a few years, so I’ve gotten used to large amounts of salt and the like thrown my way, especially since jungle and support were my two favorite roles (aka the most common targets for “it’s YOUR fault I’m doing bad!” comments.). DbD is definitely nowhere near as toxic as LoL...I can count on one hand the number of times someone has said something in DbD that genuinely got to me, League players were vicious by comparison.

    My wife on the other hand did not ever play LoL. She did play Overwatch for a while but never competitive, so she didn’t have much toxicity, relatively. It’s relatively easy to get to her in postgame chat or clearly taunting toxic behavior in game, and I don’t think it’s because she’s thin skinned, but rather she just doesn’t have the experience dealing with it that I do. It really does make a difference having the experience with it. As is I need to remind her she can close off the chat for a few games if she needs, or that it’s probably time to take a break.

    The community isn’t as bad as people call it out to be, but it certainly isn’t a fountain of rainbows either. Certainly not my gold standard for good communities, but also not the worst I’ve been in.

  • I've never seen that or played like that as him. I feel like you just got unlucky more than anything.

  • @Mr_K said:

    Who doesn't already have it?

    😉

    I don’t (except on Laurie ofc) because I don’t use teachables on survivor. So there’s at least one...

  • One person with a following said it so clearly it’s true. Right?

    ...I feel like that same person deciding to not play killer anymore for a while within a week kinda shows how subjective to the single game that opinion is...

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/908520#Comment_908520

    Hotfix for the game or the "bunch of guys"?

    You need to be clear about this!

    I can feel the new code coming into my data processors now.

  • @Fibijean said:

    The question basically boils down to, is it more advantageous for the killer to have a longer window in which to notice that the perk has activated, or to have a more accurate idea of how long ago the perk activated?

    I would argue that the former is actually more valuable, since the vast majority of the time, in practice, if two survivors start working on a generator together, they will still be there 12 seconds later. If not, at least one of them almost certainly will be. So knowing that the survivors started working together 8 seconds ago as opposed to 12 seconds is actually less important than having a larger window in which to take note of the fact that there have been survivors working cooperatively on said generator recently, particularly considering all the other things the killer might be trying to pay attention to at the time.

    I agree with your logic - in the early game. Early on, survivors won’t have much cause to leave their found gens, except maybe to go find ruin if you’re running it. Later on, there’s a lot more reason to be on a gen briefly and then run off. Maybe they want a save, maybe they just realized they’ll 3 gen themselves if they finish that gen, etc. The longer the game goes on, the more frequently I find discordance only exploding once before shutting off. In those circumstances it’s extremely helpful to know you’ll only be pressuring one, or possibly none, instead of the 2+ you were hoping for, which means you have less time to dedicate to that area of the map than you would have otherwise.

  • What’s interesting is NOED was originally the opposite to Hope. Both used to be active for the first 2 minutes after all gens were powered, both sped up the user, and both expired. As a hex totem, NOED loses that equivalence.

    To be clear, I don’t use NOED, but I really don’t see the problem with it when I’m surviving. If I see a totem and I’m not pressured, it goes. If as a team we don’t get them all and the killer has NOED, we’ve failed the secondary objective. It’s kind of funny to me, honestly. Totems are a legitimate secondary objective in matches with NOED, the very thing people want to make games more interesting, but it’s a hated perk.

    DS, on the other hand, can’t be disabled. If the killer hooks someone else and happens to run into the unhooked person, it’s their responsibility to remember who they hooked last and to not pick them up if it hasn’t been a minute. If the survivor that was unhooked sprints into a locker to gain attention they’re invincible. And that feels bad. The killer didn’t tunnel since they hooked someone else or were drawn to the unhooked person by the survivor’s bad choice, but they still get punished for it.

    NOED can never show up and be a completely wasted perk, DS has actual abusable mechanics behind it. I don’t see the equivalence.

  • I’ve had the reverse. Super long survivor lobbies, instant killer ones.

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/906828#Comment_906828

    So VERY glad you asked. I am purple rank. THEY were red, which is something that is happening too OFTEN for a rank 7, and may have been SWF.

    I mean, by that metric I’ve killed 2 red ranks in a single game playing no blink no add on no perk Nurse since the changes, so one game I’m skeptical is indicative of the whole.

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