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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/585049#Comment_585049
"Old hatch standoffs kept a killer on his toes, a survivor struck with fear."
I just stood on the Hatch.
And when the survivor does the gens and gets out through the door, you deservingly lose.
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Not sure what your context is here. Are you killer or survivor?
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/585080#Comment_585080
It's useless to argue with this guy, he's truly convinced the old hatch was okay and you can't change the mind of someone that delusional.
The old hatch wasnt perfect but it is much better than what we have now, in terms of interesting gameplay. Not ending games faster or killers deserving a free kill because they managed to get the other 3.
The last survivor should be the hardest to catch.
P.s. calling someone delusional for having a valid opinion doesnt look good for your reputation
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@ClogWench said:
The hatch ONLY exists because survivors would refuse to play if they were the only one left and would instead drag a lost game out for as long as they could. You don't get a free win for actively losing the game. You get the opportunity to win if you're lucky/clever but that's it. By that point you've squandered your advantages. Be lucky you're still given 2 potential ways out
Why the hatch exists is irrelevant. The effects of what the hatch adds to the game are important. And as both killer and survivor, old hatch stand offs were more enjoyable and allowed more expansive style play which I believe is universally more enjoyable than either no hatch, or door standoffs.
Also not saying hatch standoffs are perfect. I like the idea that the killer can progress the game into its final stage. However it's far too easy. It should be more difficult for the killer to close the hatch.
A suggestion might be... once the hatch is spawned open with 1 survivor left, the killer has to go and 'disable' each generator remaining before being able to close it.
Not a perfect idea but just the first thing that came to mind while writing this post
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Killers shouldn't be able to close the hatch. All they have to do is close hatch and run between the two exit gates that are right beside each other.
Agreed. Door standoffs are exponentially less interesting and fun compared to hatch standoffs.
Once the hatch is shut, there is no chance of escape and the game is just drawn out for 2 minutes with end game. If you're lucky, it's a killer with no fast travel abilities, and the doors are random generated very far from each other. In which case the killer just stands on the hatch until he sees you then closes it in your face.
Old hatch standoffs kept a killer on his toes, a survivor struck with fear. And so many awesome games have happened due to the mind games involving hatch standoffs. Left behind used to be a perk.
99ing the last 2 gens while the killers paranoia stinks in as he rigorously circles the hatch. Then ding, ding. Now the killer has to worry about the doors too, giving the survivor a real and earned chance.
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What about this: She can blink to a minimum of 8 meters distance. This way, if you keep a ideal distance from her while in a chase, she can get to you. Example :
What about this- remove her from the game entirely because her abilities might as well read "ignore every mechanic designed in the game". She benefits from every survivor nerf and ignores every general killer nerf. Her terror radius might as well be 0 since it just doesnt matter since she can be anywhere in an 80m distance in .1 second. Saying her lunge is broken and overpowered is a huge understatement.
IF ANYTHING. She should have a black screen no vision while teleporting. Her distance needs to be nerfed. And her terror radius should increase while she is charging, the more she charges the bigger the terror radius. There should be some kind of brief animation at the location she teleports to, before she just appears there.
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Yes. it happens much more often than anyone on this forum will ever openly admit.
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Wow this must be a troll shitpost
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It's not good game design
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/581761#Comment_581761
The killer is moved during the animation to where the survivor is. Only the direction they're facing is locked. For blocking the interaction to always work, it's the survivor who would have to be 'dragged' from where they are. A survivor can really only be picked up in an unfavourable position because they didn't move out of it first whilst the killer's melee was on cooldown.
Then you have to consider the pallet stun-range; the killer can be moving away after a pick-up and the stun range is large enough that a survivor can fit between the killer and the pallet and the killer gets hit. This is because the devs did not fully-revert the pallet buffs of Patch 1.1.1- they only got rid of the vacuum and the to-the-other-side transition. They left the broken stun range and time-window alone.
The survivor actually gets moved under the killer so you have some control. Just pick him up with enough of your but crossing the plane of the pallet and survivor wont have access to drop it on you from that side. Then you just move out on the same side and hit any survivors that are in your way. They cant drop the pallet through you.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/581449#Comment_581449
"No one is going to admit the latter"
If I need you dead, I'll gladly take the free hook. But BT exists, so not likely.
Then theres the guy who tunnels a farmed sucker and doesnt give two sh*ts about the awful experience hes forcing on them in conjunction with their farming teamate, because hes never played a game of survivor before or just doesnt care. Obviously it's always the best play to tunnel the injured guy and gamble for borrowed. But it shouldnt be allowed and should continue to be frowned upon for doing it until something is finally done to prevent it. Right? @Peanits
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/581498#Comment_581498
Jeeze Peanits, think through.
Scenario: you down a survivor at a pallet, you can see another survivor nearby.
Option 1: You pick up the dying survivor and it's virtually gauranteed the pallet will be used on you. For the cost of a single pallet(which have now been repurposed for this task anyway), the survivors get yet another 2nd-chance to add to all of the rest.
Option 2: You move towards the other survivor to chase them away, then go back. The survivor has followed, so you chase them again. All this time, the dying survivor is recovering. The option then becomes a split-decision whether to chase the other person entirely, allowing the dying survivor to be healed or to keep going back-and-forth. Either way, the killer is being stalled and has no real choice in the matter.
People say stuff like 'well, it was up to the killer what they did', but it's a catch-22 and the game is full of them, but only for killers. It's one thing to have to choose between the least-worst option(like survivors have to when a killer camps a hook), but entirely something else when the only choices on offer are a kick in the nuts or a punch in the mouth.
Are you aware that as a killer, you can adjust yourself to block one side of the pallet before you begin your animation? So wherever that survivor is hiding you just make sure to block that side of the pallet.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/581451#Comment_581451
My goodness, what an idea? Why didn't I think of that?
Is there a more 4Head answer than this?
Would just a picture of a potatoe work?
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/579355#Comment_579355
I honestly think I dont have ever read this much nonsense in a post on this forum before. And the worst thing is, its not even a bait!
Like, holy #########, how can you even think that the killer is in control of the game?
Heres a more tame TL:DR for you-
When most games gain popularity, their player base shoots up as the game furthers in development. Dead by daylight has only stayed the same, despite its existence being more widely known. It has the potential to be so much bigger, if they just focused on fixing the integrity of each players experience, not just most players some of the time, and put their resources into protecting the life span of the game.
Use the engine and ingredients that you already have to make some new game modes perhaps? I'm infinitely sure even a half-assed game mode would provide a lot of much need change of pace for people so they .
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Entirely game breaking mechanic, which hasn't killed the game yet thanks to survivors being able to avoid it by dcing. justified by not being able to use it every game. Terrible logic.
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@Peanits said:
I would be okay with the pallet bit personally. If I picked someone up in a pallet while another survivor was nearby, that was my mistake. I don't think they should need frame perfect timing to actually make the save at that point.
As for flashlights, they're already fairly easy to counter if you know what you're doing. Even if you don't know what you're doing, you could throw on lightborn and mess up their timing. I feel like removing saves from flashlights would be the final nail in the coffin, they're already on the weak side in my experience.
Truth be told. The final nail in the coffin would be absolutely correct! Devs being real +rep
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Wait you dont enjoy playing against a killer that just appears on top of you with no terror radius or any audio que or counterplay whatsoever? If a spirit has a brain she can catch any walking survivor. counterplay is nonexistent by abusing her phase walking collision. Once you feel the survivor you've earned your free hit! Not to mention unbelievable mobility even in the tightest of areas. Or no window vaulting animation, yea that's fair.
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Why waste time discussing this when thousands of people use lag switch regularly. Why is there literally no existing punishment for lagswitch, but if you dc against a lagswitcher, you can get banned for unsportsmanlike behavior. Lmao.
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No one is going to admit the latter to you. But literally 95% of killers will slug both and or rehook the same person every single time after waiting and purposely targetting the player being farmed. This is because if you unhook your teamate, you must automatically be a SWF and therefor punished by getting tunneled. Then blame the survivor for being farmed off the hook in front of him. Killer logic
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It's just lazy design, open your wallets and swallow it
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Basically there are 2 survivors dead, 1 dc's so the other can get the hatch.
You have it backwards. The hatch should spawn the second they get hooked so it doesnt incentivise dcing. If you're slugging then you deserve the dc anyway.
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Okay for starters flashlight saves are so easy to do rarely do they fail once you know what you're doing which is all the time, plus they're annoying as all hell to deal with and waste so much time + are uncounterable without lightborn.
Pretty good job on this post so far
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clears throat
No.
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Every single killer tunnels and camps. Welcome to playing survivor.
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@Dehitay said:
Slenderman is a problem on two fronts. There's no license for him because he's a folktale creation, but he's also not original since he has his own game. There would put the game designers in a bit of a problematic situation on character creation without being able to make an original killer or buy a license.
Also, Slenderman's lore doesn't lend well to playing the game like other killers do. He becomes more deadly as you look at him which would be a massive problem for survivor balance. And he's supposed to slowly creep up on his victims which would be a massive problem for killer balance.
Good point there but they managed to work it out with ghost face somehow right? Also they're going to figure out how to incorporate stranger things. It's definitely doable.
His lore involves him becoming more powerful the more you learn about him, which I personally think is perfect for the entity. We dont know what it is now do we? We have a lot of stealth killers which most players agree is some of the most fun to play as and against.
Maybe it's just me, but I think the idea of adding a killer mechanic to avoid looking at the killer is fantastic. It will punish nosey survivors and flashlighters, and create really interesting chase and mind game dynamics since the killer is trying to make you look at him rather then the other way around. And not looking at him could end in your death, or maybe you manage to limit the amount of times you look back at the killer and save it for crucial moments in the chase.
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@fluffymareep said:
https://forum.deadbydaylight.com/en/discussion/comment/581061#Comment_581061
A lot of it is muscle memory. You don't have to be the very best, anyway. If you take a break and come back to rank 10~15, you'll notice most of the survivor aren't all that great and will be able to get around that. You may be a bit rusty at first, but you'll get used to it soon. Too much of the same stuff will make you dull. It's good to take breaks and give yourself some chill time. Don't think too much about what you're missing and how you're going to be worst than before. You're not. c:
You depip sometimes. Same for survivor, too. Don't focus too much on the pips. There's no reason to be in the lower (1~8) ranks unless you're going for achievements. You'll find games that are more fun in higher ranks.
The ques are awful. -w-
You shouldnt have to feel like you need to "take a break" from a game you get enjoyment out of, because the game is failing to provide enjoyment.
I dont agree with his rationality behind the post, however, the solution being to take a break is true but just so sad.
Why doesn't BHVR add any forms of new game mode? I'm sure theres hundreds of creative and plausible suggestions to experiment with. Even a solo mode, just something to change the pace while still being able to enjoy on this beautiful engine, killers, mechanics, perks, etc... @Peanits @not_Queen
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If we cant get them to put resources into fixing glitches and bugs, how are we going to get them to put resources into developing a system to more easily deal with glitches and bugs?
Probably something that should have been implemented a long time ago considering the consistency of mechanics breaking.
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What if you just checked ruin? Or run corrupted intervention?
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The first rule of lagswitch club while on the DBD forums:
Dont talk about lag switch club.
Dedicated servers... eventually (maybe).
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The reality of playing killer is that the integrity of the match and your experience is entirely protected in your favor. Killers control the game, even the worst killers have tools and mechanics built in where they can have control and still enjoy their experience even in the the most brutal scenario (hardcore SWF).
I wish i could say a survivors experience was just as protected. However, tunneling and camping is something that exists. If the killer decides to chose you for any reason what-so-ever (maybe you looped good or maybe just have TTV in your name, maybe the killer just doesnt like bills.) what is the result? Tunneling and camping of course.
Any survivor main can agree that they feel like they have literally no control over their experience in the former situation especially in a solo que, if someone gets you off the hook without borrowed and the killer just waits and goes for you, guess what, youre dead! Not a thing you can do to prevent it in the slightest, not even ping message to your team to NOT farm you. You just die. And is a major turn off for any gamer. Who would choose to play a game of david vs goliath except youre on a hook with no functioning controls. you are at a massive disadvantage in a more common than not, 1v1 situation.
Im not suggesting buff survivors. But if there was base kit borrowed time before the doors were powered, killers would know about it and choose not to tunnel, and even if they did they know theyre dealing with borrowed. Regardless, it protects the integrity of the match. Protects the experience of the survivor being tunnelled, actually giving them a CHANCE to control their character and make a play.
Moving on with this understanding and back to the topic of player base. BHVRs mindset is "Well if one players being tunneled and camped then the other 3 survivors must be having a good time and progressing towards the objective, ensuring that at least 4/5 players in the match are having a good time" At the expense of 1 minority player getting the ######### end of the stick. But what happens next BHVR? You expect that player to continue being your scapegoat? No. After repeated experiences THEY QUIT!! So who takes their place when the next tunneling killer comes along??????? REPEAT THE CYCLE.
What we have here is a steadily decreasing player base. And I think BHVR fully understands this, and is choosing to solute the problem by different means. rather than make the game fun for all 5 players, they accept that people quit games eventually and think If they keep attracting a steady income of new players, the player base should equalize, also riding on the coattails of their licenses and therefor monopoly of this flavor of game, should be enough to keep them afloat for a few more years. New killer every 3 months, licensed killer every 6 months. Just think about how many people bought this game just because they were fans of the scream movies. I know I only bought this because i was attracted to the idea of playing jigsaw. Why do you think theyre targetting stranger things next??
With still just 1 game mode after 3 years, you have to just accept that BHVR doesnt see their own work as having a long lifespan. They focus on immediate payout rather than long term quality.
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Bhvr actually does ban people for that so don't worry.
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With Legion, the biggest issue that we saw, and probably the most vocal feedback was that there was no counterplay to his power.
I disagree completely.
I think the counterplay of both plague and ghost are extremely good ideas. I just wish ghostface detection worked properly. I wish they would add slenderman and his power would basically work opposite of ghostface, so the counterplay is to not look at him, makes chases more interesting.
Legions problem was chasing you while not being in a chase (i.e. backwards chasing). If you wanna talk about no counterplay talk nurse and spirit. They are the killers where you're on a clock once the game begins.
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You know what I mean, you're a killer, you just waited 7 minutes for your lobby then bang...
And then boom you get in the game and it's an omega blink nurse with store bought skins 2k hours with an ebony mori ruin whispers bbq and everyone dies in 5 mins because theres no counterplay
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/578173#Comment_578173
why does every post you make have to do with legion?
i'm pretty sure original legion made more people quit than anything else in the history of the game, other than maybe the introduction of bloodlust, and i imagine legion's rework got more people to come back
Yea once i saw that i just disregarded his entire comment
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@Spicybarbecue said:
Yeah a lot of killer players are leaving the game because of how ridiculously survivor favoured the game is
This has been exasperated recently due to most survivor being in a SWF group (about 90 percent of games now) which makes the game unwinnable for the killer especially under the New emblem system.
Tldr- SWF are slowly killing the game.
Wrong. The ratio of getting a 4k is around 72% on the game and 55% on suffocation pit. every other map is within that range. meaning that well over 50% of the time, every survivor dies. In a worst case scenario a killer can EASILY get a 2k. SWF is the only reason anyone still plays survivor. if you remove that you kill the ######### game. WAKE UP.
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The reality of it is that the player base consistently drops over time, and only gets boosted temporarily through events, and if theyre lucky permanently through new DLC and licensed killers. Most people buy this due to their favorite killer being in the game. (I know i only tried this at first because i wanted to play as jigsaw since i love the saw movies.) BHVR has a monopoly on this style game mode, since the licenses will never sell to their competitors.
But since the tunneling camping issue is an incredibly common phenomenon for reasons like having TTV in your name, looping a killer for more than 15 seconds, crouching once in the killers peripheral view. And BHVR refuses to make borrowed time base kit for survivors before the doors are powered, which would only protect the integrity of the match, and a survivors worst case scenario of experience, giving at least a chance to control their character. Killers knowing this mechanic exists would only discourage tunneling and camping... However this mechanic does not exist, nor does any to protect the experience of worst case scenario survivor gameplay. (Which happens all too often in solo ques at any rank).
But if that survivor is having a bad experience, then the other 3 must be escaping and having a good time right?? But what happens when the victim quits the game. Whose your scapegoat now? Someone fills the void, then they quit. Then someone else, then they quit. (or maybe they just become killer mains who knows?) (maybe thats why theres so many more killers than survivors)
So on so forth. I know for a fact no one in this forums sits through more than 2 or 3 games back to back of being tunneled and camped, with literally no opportunities or to avoid it.So people quit. And maybe they come back for an hour or so just to see the same 1 game mode after 3 years with the same M1 mechanic.
End of the day the game has no life span, it only slowly decreases in its player base due to lack of interest ( it just gets old) even after taking a break. Even if you dont lose lack of interest you usually get fed up with experiencing survivor gameplay pretty darn quickly since having no control over your character and fate feels very VERY bad. I didnt even mention bugs and issues.
The reason the player base stays afloat is because they spend all their efforts on short terms marketing gains. Add a new flavorful licensed killer every 3 months and all the fans of that killer have already filled your pockets. Its not a bad business strategy but it doesnt increase quality of life for the game. They figured people eventually quit games eventually anyway so why waste their resources on quality of life? When they could be making a new killer and get more $$$$$$$$$$$$$$$. Why do you think they're targeting stranger things next????
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Noed.
Edit: Can we get more flavorful feng min skins? Im sick of seeing the same pants every time i get hit through a pallet
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If you want an actual discussion on overpowered survivor perks, make a thread about object of obsession.
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Before I begin my rant/explanation, allow me to preempt the flow of hate that merely suggesting a nerf to anything in this game will inevitably receive.
Stop complaining salty killer main. Tell your rank 20 friends to GIT GUD at the game.
If you see a survivor with sprint burst consider yourself lucky, because it's terrible and it might feel like you're a bad killer because you miss one swing but in actuality sprint burst only promotes bad survivor play and rarely actually increases your chase time due to the time you waste walking around trying to conserve it. Only usefulness is when you get unhooked, It hinders a killer from tunneling you. Only rank 17 immerse bush claudette use this perk. If this is an issue for you then I see the major problem here already.
Head on isnt just bad but also broken.
Dead hard isnt just broken and doesnt work half the time, but also easily counter able by just waiting. 5 seconds. And at it's best it only gets you 1 extra loop.
Lithe is incredibly fair. If a survivor is avoiding windows to not use it then consider yourself legitimately played.
Adrenaline isnt an exhaustion perk. 1 perk slot dedicated to 1 moment in the game which may not even come if you're a good enough killer. And you have noed....... which gives you natural bloodlust, on top of regular bloodlust to pamper you really bad 6.0 mps killer. Nurse can start the game with the doors powered and noed and still easily get a 4k. As long as you have noed dont you dare try to ######### that we have a reward for getting tunneled for 5 gens straight and surviving. an entire perk slot for a one time use heal that isnt even used in your control half the time. Without it, tunneling is just further promoted, severely taking away from the integrity of the game. Sorry but just claiming we cant just say the word noed with dots after it to explain why adrenaline is fair is just an awful premeditated defense. I'd only agree that 5seconds of speed is too much. 2 would be fine for me.
Balanced is the only overpowered perk. But killers have no momentum loss when falling from a high place so unless it's their first fall, you shouldnt be losing distance. When a survivor doesnt have balanced, it's just a free hit for the killer which is bullshit for a survivor without balanced tbh. All survivors should have reduced fall stun duration all the time. Or else it's a literal crutch on most maps like the game, haddonfield, corn maps the red cranes arent available without balanced. Any Macmillan with a building. Red forest hills, any hills. The only reason I'd even agree its overpowered is because I literally think its crucial for every survivor. It's just that much better than the other options. Its a perk that literally opens up areas of the map for you to utilize, where without it you would rather avoid those areas. And theres A LOT of areas. Its a must use for any survivor imo and for that reason its overpowered. Reduce fall stun by 50% base kit for survivors rather than 75% reduction attached to this perk, and this perk now becomes fair. Either that or an an entirely new perk that just reduces fall stun by 75% and thats it. Id still use it every game.
But all in all you just sound like someone that doesnt play survivor enough and expects people to just lie down and die for you since you chose to play killer. Theres like 2 mechanics in the game without exhaustion perks. Get better at the game. No ones nerfing exhaustion so you can be spoon fed kills.
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@TeambossFloze said:
Bye dude- thanks for letting us know you are leaving. Don't want anyone worrying where you have gone.
Great attitude. I wonder how you conduct yourself as a killer 🤔🤔🤔
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/577349#Comment_577349
Overcooked rocks, man. That's a fact.
Yes there is a lot of griefing in this game. Unfortunately that's something that hasn't changed and people even get vocal against any suggestions. I've asked a lot of times in this forums to balance around ranking brackets, determine rankings around total playtime as each role - and thus eliminate deranking - and that way let new players face only new players as them (or the occasional smurf too, but on a new account and without the full perk array and loadout of a veteran player).
But a lot of people defend their precious rank resets, deranking practices and matchmaking exploits (such as swf with low ranks, to face low rank killers). The experience you get as a new player in this game is rough, there's no denying that.
Another fantastic suggestion that would actually solve a lot of core issues and problems. Let's throw potatoes at him, make illogical arguments for why this wouldnt work, then spend all our time complaining how there arent enough flavorful feng min skins that we wanna use and get 800 upvotes on the post.
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@pabloddiablo316 said:
https://forum.deadbydaylight.com/en/discussion/comment/577339#Comment_577339
Agreed, its what has finally done it for her, when I started playing this game I knew 1 person that played it and he gave up after 3 weeks for the same reasons as my sister, I have made over 40 friends playing this, I am down to maybe 4 now that still play from time to time. I used to play for3 or 4 hours at a time, now its more like 2. I just follow my own rule : if not fun, stop playing it and come back later. She tried that but it just got worse:/
I understand just like I'm sure tens of thousands of people over the last year have. I play this often and I do everything I can to try to make this game reach its potential because at the end of the day I've gotten to experience some peak performance gameplay after 1k hours and its fantastic. But when I try to figure out why it's so rare I have one of those fantastic games, this is the realization. Killers control the game. And if a killer is good playing a good killer and doesnt like you. Or maybe you just made 1 good play. Or maybe he just doesnt like your name. Guess what happens? Face camp tunnel. Promoted by the devs. It literally feels wrong. Not just speculating or being a biased hater. On bother killer and survivor side, when tunneling off the hook happens or face camp happens. I feel so dirty, like I'm doing something I'm not supposed to be doing. Similar feeling like you're cheating in a game and you're getting away with it. It's not right. Anyone can easily win the game as killer without tunneling or camping. If borrowed time was base kit before the doors were powered. It would solve almost all the issues in regards to protecting the integrity of the survivor experience. And stop converting everyone to killers, like 70% of the community only plays killer. No wonder you hear so much complaining about not being able to kill survivors. Honestly, with a spread like 72% 4k ratio on the game to 55% 4k ratio on suffocation pit, I dont see what's to complain about.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/576983#Comment_576983
Good lord dude chill out. Online gaming is fun but if you think this kind of toxicity is limited to DbD you're living under a rock. Every online gaming community is going to have a vocal amount of toxicity. If someone is that bothered by that kind of atmosphere then no, it's likely not healthy to keep oneself exposed to it. You can call that pessimistic if you like but at the end of the day I don't care about your opinion, I'm just making a suggestion to OP.
Obviously the game has some distance to go but it's easy to forget how far it's come in the last year. Dedicated servers are gonna change a lot and after that they're going to have more time and resources to invest in overall game health.
One for all so all for one. Another logical fallacy. This game is toxic and all games are toxic and therefor all community's of those games are toxic so therefor you wont like online gaming. Disgusting logical fallacy that makes absolutely no sense.
Other games are not like this. This is the only game where I literally feel like I am constantly betrayed by my own knowledge and understanding. This games coding, or the way a certain situation is perceived on my screen, only seconds later to have my jaw dropped, astonished that the game coding resulted in the way it did, even after invoking a feeling of safety and security in what I had just experienced. Its definitely something unique to Dbd.
For such a bland beta vanilla game mode that's incredibly repetitive where your only necessary key is M1, I can always trust that I'll still continue to be surprised by new bugs I never even fathomed could exist.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/576983#Comment_576983
Well it's a PVP-only "horror" game about killing and surviving, which are mutually exclusive. There are knives, machetes, chainsaws, swords, hatchets, rusty meat hooks, pallets and flashlights involved. Draw your own conclusions about what kind of crowd this game attracts.
I expect everyone to do whatever is within their reach to accomplish their objective, which will generally piss off the other side. That's the reality of this game.
That's all nice words but no where near the realistic experience of playing either side. You did point out one important issue though. The lack of balance. Playing to win shouldnt be such an incredibly despicable experience for the opposite side. So much so that it literally incentivizes new players that try it, to uninstall. Something must be changed at that point.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/576983#Comment_576983
Its kept it going for 3 years so.
Being heavily carried in the backpack of their monopolized licensed killers. Who would never sell their licenses to any other game because thats direct competition. Its a monopoly. So when people want to play a game like this they likely only have 1 unfortunately broken option. You cant play as scream or myers or jigsaw or leatherface or freddy in any other game of similar fashion. And so many many people are originally attracted to this game due to their favorite killer/survivor being added.
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A big part of the higher ranking portion of the community disconnects often from games, leaving them lingering around rank 12-15. Miscommunication there about that, it's not that they cant be high rank just that they arent by choice or by disconnect. Also I meant you start only seeing the top 3 tier killers at about rank 7 or 8 up to 1, probably since less people are higher ranks these days since everyone tends to avoid them.
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@ClogWench said:
If you're not rank 1 most killers honestly function decently well provided you know how to get the most out of their abilities.
Ever since they readjusted the ranking system, many high skill players are actually stuck around rank 12-15 playing only spirits and nurse in rank 1 fashion, often through deranking/disconnecting purposely. The previous ranking system before ghostface, naturally this type of hardcore play extends from rank 1 up to at least rank 7 you fluffernutter. Your comment remains untrue, and the logic is fallacial.
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@ClogWench said:
If toxicity gets her down that much then online gaming is likely not for her. At least online VS games. Co-op ones could be a fun change of pace though.
I dont think anyone here appreciates your unhelpful pessimistic views. Online gaming is fun and you should not suggest her to avoid online gaming because she points out very valid truths about dbd, aka bottom of the online gaming totem pole and we all know it. You should keep it to yourself in the future because no ones asking for your advice on whether to play this or not. This forum, after over 3 years of development with almost no progress towards fixing the core issues of their 1 game mode, needs more real player posts like this. And less pathetic suck ups that would rather say good riddance to the player rather than admit this games endless faults. Admit that a multitude of people quit this game regularly and never come back, instead of wearing a mask that the player base has been consistent. Look how many new players there are recently... so why isnt the player base going up? Everyone that plays is new, because once you get enough hours you become fed up with the inconsistency within the game code and you eventually quit. It's a cycle every time they release a new licensed killer, an entire fan base erupts because they enjoy the theme of that killer (I only got this game because I wanted to play as amanda the pig since I love saw movies). Eventually experiencing the lag, switching, tunneling, camping, dcing, broken lobby's, sandbagging teamates, pallets not working, models breaking, teleporting over maps, never getting hit then dying, having question Mark's over your head when the killer swings at a window then you get teleported back into the window, realizing reporting is just an autoban system with no appeals, you watch a Dbd stream and see how little the devs understand their own game, how they conduct themselves with such narcissism. You need to stop living in fairytale land where we think they did a pretty good job so far. Wake up and give the feedback the devs need to hear to fix this mountain of issues. Stop putting sprinkles on it. It's been 3 ######### years and they've made mountains of cash. For a game I love, it's hard to say it but its time to earn your stay dbd team because open your eyes, the game has been dying, and new killer every 3 months isnt enough life support to keep it going.