NoShinyPony
NoShinyPony
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- NoShinyPony
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10 minutes waiting time is way too long for a match that lasts 7 minutes. Yesterday I had around 5 minutes for both solo surv and killer (which doesn't make sense) and I stopped playing because of that.
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"Killers, stop using moris"
And which rules have the survivors to follow? 🤔
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@ILoveHarlem said:
https://forum.deadbydaylight.com/en/discussion/comment/712460#Comment_712460
You are the kind of people that hurt this game, telling people design is to be at fault then helping them improve, yes red ranks are survivor favored but if what you say is true every killer but nurse and spirit would be loosing at red ranks all the time and complaining.
I'm not hurting the game by telling the truth. Imbalance is what's hurting the game.
General advice for life, not only for DbD: It's a very bad thing to put blame on those who talk about problems, instead of acknowledging the problems and trying to find a solution.
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Bamboozle, Shadowborn, Franklin's, KO, Unrelenting deserve a higher position.
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@Kirrik said:
How does Freddy interact with Infectious Fright? Does it even do anything if survivors are in dream world/Oblivious? So far Oblivious effect really made some of Freddy's interactions with perks weird
Infectious Fright only makes the survivors reveal their location when they are not asleep.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/712413#Comment_712413
That to me isn't so much of a problem as long as they are reasonably balanced to each other.
The real problem IMO is that it is impossible to do this now without pissing off people who dedicated all their resources to one Survivor only to find that their Survivor of choice got an ability they don't like.
That's another problem, you are right.
(I still think my argument is valid as well. Running speed & gen repair speed are more important than other traits like sabotage speed or luck at chests.)
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Demo is mid-tier. He doesn't have the potential to win against good groups, just like the other mid-tier killers.
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The best advice is probably to ignore the OoO user if he/she seems to be a decent looper and go after somebody else.
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@dfrenchiee said:
I think what I'd rather see is something to make the survivors feel different from each other without creating a survivor meta.
Like if each survivor had a different way of running or made different facial expressions when working on a gen. something like that.
That would be cool! But I'm afraid it's probably too much work since there are a lot of important issues the devs have to take care of.
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This gets suggested on a regular basis.
Bottom line: Some effects are stronger than others, so people would tend to play only a few survivors, which would lead to less variety in the lobbies.
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You have to learn the timing: When does it make sense to drop the pallet? When does it not make sense because the killer is already too close?
There is no way around practicing more, so you get a better feeling for distance & timing.
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Freddy is now good mid-tier. He is no Nurse, no Spirit, no Billy, no Hag. I would also put Michael above him.
Good teams will still win easily against him, but you can have fun with him against mediocre teams.
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It doesn't work for me. I have queue times of 4-5 minutes for BOTH solo surv and killer on PS4.
It doesn't make sense. If killer lobbies take 5 minutes, survivor lobbies should basically be instant, and vice versa.
I assume that BHVR's servers have problems handling the increased amount of inquiries (we have currently more players than usual).
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/711634#Comment_711634
As killer takes me 5-10 minutes. Lately around 5-7 minutes. 10 minute waits were common though back last year for my killer Lobbies.
For the record, I'm on PC in Southeast Asia.
Thank you!
With those killer queue times I would expect almost instant survivor lobbies. It is so weird that we have to wait quite some time for both roles.
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@Mochan said:
And my Survivor Queues are long again today - took me about 3 minutes to get a lobby, and it's a red ping lobby. It seems my queues are time sensitive now. There are peak hours and famine hours.
This was never a problem for before; I used to be able to get a survivor game pretty much instantly for almost all the time I've been playing for the last year.
BUT.... since yesterday I got back into the red ranks. Maybe my survivor rank factors into this.
Just for the statistics: How long does it take for you to get a lobby as a killer?
I have queue times of 3-5 minutes for BOTH solo surv and killer (PS4).
I'm having bad queue times for weeks and therefore haven't played a lot and it's really annyoing.
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OP, you write yourself that you are rank 1 but are not skilled enough (currently) to face rank 1 killers: "They don't stand a chance (and neither do I)"
So you are going to de-pip until you are at a rank that matches your skill. And then your friends won't have to face rank 1 killers anymore, either. I don't see a problem with that.
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To make it simple:
Repairing one gen all by yourself = 100 points
Repairing one gen with another survivor = 50 points (if each of you did exacty the same work on the gen)
dull totem = 20 points; hex totem = 50 points
You need 270 points for Iridescent.
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Let's be realistic: The devs don't have the time to rework all maps to make this Balance Landing change possible.
And since the maps can't all be reworked, Balanced Landing can't become basekit.
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Good example for why the current punishment isn't working. I can't wait to see "immediate punishments" = timeouts with increasing length depending on the number of dc's
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/710922#Comment_710922
Some of the changes might be too much, depending on the survivors.
But shadowborn is one of those perk which would become redundant if the devs finally adressed some issues, in this case the horrible killer default FoV.
I would definitely prefer to not have to equip Shadowborn and have it as implemented standard view instead.
As long as the killer's FoV is not getting addressed (and I don't think it ever will), Shadowborn is a great perk.
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Sometimes exit gate spawn is in the killer's favour, sometimes in the survivor's.
If the exit gates would always spawn on opposite sides of the map, it would always be a free escape if the killer doesn't run Whispers.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/710802#Comment_710802
Could it be Nintendo Switch version is using the servers then? Because I've had that and several matches where the killer wouldn't join the lobby first. It was survivors only and no killer. And the pallets are the enemy now, you drop a pallet on a killer and you get hit even when the animation for the hit didn't even start.
Switch must be using dedicated servers. If you play killer, you have one ping indicator for yourself but none for the survivors.
Also I don't think the Switch could handle to host a match.
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You are not supposed to wiggle off without the help of perks or your teammates. The wiggle mechanic mainly exists so that the killer can't carry you to whatever hook he likes.
Edit: I don't know whether you have ever played on PC. The wiggle effects on PC are weaker compared to PS4. So Switch might also be different.
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"I look forward to all changes being made next patch." Quite confident.
Also Shadowborn is amazing how it currently is, no changes needed.
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Let's get pets for survivors!
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/708019#Comment_708019
ok. then bring a mori. bs vs bs lol
I don't know if you mean that as a joke, but yes, this is the logical consequence.
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I'm on PS4 and I have long queue times for BOTH roles. Was able to play 4 matches in 1,5 hours.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/708281#Comment_708281
Because we still don't have a theater mode
You've got a point there. 😄
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Why do you think the devs aren't already taking good suggestions from the forums and bring them into the game?
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@AbsolutelyAmel said:
One issue i have is the doors being close to eachother. The doors should spawn on opposite parts of the map.
And also, a closed hatch is no problem if you got a key ;) Always a delight. I wish i could see some of the killers dumb faces when they think they won just by closing the hatch
If doors would always spawn on opposite parts of the map, a killer would always have no chance stopping the last survivor from escaping. (Or he would be forced to run Whispers just for this scenario.)
Doors are NOT always close to each other. Sometimes it favours the killer, sometimes it favours the survivor.
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@ChrisFuFuu said:
It actually is noted in the Hotfix
"Tentatively fixed an issue that could cause the game to crash when the Dying Light perk reached 5 or 6 tokens."
You can read the rest of the Patch Notes here: https://forum.deadbydaylight.com/en/discussion/89886/hotfix-3-2-1-patch-notes-release-schedule#latest
I'm a bit worried about the "tentatively" part.
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Why do some people think it's fine matching a low rank killer against high rank survs but matching a low rank surv against a high rank killer is unfair?
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@HatCreature Another issue was that the matchmaking simply was buggy. Perkless rank 20s getting matched with red and purple ranks was not caused by the normal SWF matchmaking.
The devs would have needed to make fixing the matchmaking #1 priority. That new players had to deal with this even over the weekend was a big mistake.
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@Yamaoka Your suggestion would be an improvement to the current Dying Light. However, it would still be a nerf compared to the old version.
Old Dying Light: 3 hooks or 1 hook + mori = 25% speed penalty
Your suggestion: 2 hooks x 6% + 4 hooks x 3% = 24% speed penalty
Current Dying Light: 8 hooks = 24% speed penalty
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@TerrorUnleashed said:
https://forum.deadbydaylight.com/en/discussion/comment/708092#Comment_708092
Within this community. These types of games don’t attract a huge audience like kiddy games like Fortnite, per say. And honestly, now I see why this discussion ended. People are just that biased not to see potential in another game regardless if this one is better... lol
I'm not biased at all and I'm far from being a DbD "fanboy". But DbD having flaws does not make other games like Hide or Die or Last Year less boring.
Also according to steam charts, HoD has on average 9 players in the last 30 days. That is pretty much the definition of "dead".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/708060#Comment_708060
Which is very heartbreaking.
Yes, it is. It was an amazing chance for community growth and I would have loved to see this game getting a lot more new players.
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@Marcus said:
All games which ever threatened DbD in any way died immediately and I think this game is already dead.
Yup. "This game is going to kill DbD" is basically a meme now.
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No. I've watched some streamers play Hide or Die. Looked boring to me. Not interested at all in playing it.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/708012#Comment_708012
I know it's -on average- a joke compared to the slowdown of Ruin but after like 5 non-obsession hooks / 15% debuff (+12 seconds gen time) it's starting to become SOMEWHAT useful making it a decent late game stall perk that can't be cleansed.
Obviously it's a gamble just like Ruin in a way because you never know whether you'll get hooks quickly enough to make it useful but I think it's worth a try.
I mean... My Ruin got cleansed in LESS than 30 seconds like a million times which left me with no stall perk at all. Dying Light certainly is better than having no stall perk at all... Right?
I'll just copy what I replied above to another user: "Against good groups, the gens are pretty much all done when you reach 5 stacks.
And if the team you are facing is not good and the gens are still far from being done, you don't need Dying Light anyway."
I'm not a fan of Ruin, either, because it usually gets cleansed way too early in the game. I'm currently trying to find an alternative.
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@Darkskies I don't think I'm wrong with my assumption. It's super sad to see. I would have loved to see the community grow. It was such an amazing chance.
BHVR's marketing was able to do such a great license deal and the devs surely did put a lot of work into the DLC. And then they ignore matchmaking problems for too long and now all that prior work...
Well, we will see in a couple of weeks what the steamcharts are going to say about the player numbers when there is no event.
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@ChezAndQuakers said:
And that also means more people from Stranger Things will be coming back! More players=different tactics. It’s also more players=shorter wait times
I don't think new players will come back. Those players aren't going to keep up with what's happening, check the patch notes etc.
Most of those who had a disappointing experience are gone for good.
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@Pandamonium Against good groups, the gens are pretty much all done when you reach 5 stacks. (The Obsession does not get speed boost for repairing, "only" for Altruism.)
And if the team you are facing is not good and the gens are still far from being done, you don't need Dying Light anyway.
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@Almo said:
Yes, Legion is a delaying Killer. Pig is similar: her head traps are not designed to kill people. They are designed to waste their time while trying to avoid getting killed by them. Legion's update is similar: we gave them more tools to be able to get Deep Wound on multiple Survivors so they waste time mending. For example Legion can now cover 50m during one FF rather than the previous 31m; so it's easier to spot a new target after hitting the first.
As mentioned elsewhere, we are aware of and are fixing the three broken addons (the pins). We are also monitoring performance to see if further stat adjustments are needed.
Legion is not a delaying killer. Using his power prevents him from downing survivors. Without downing survivors, the killer is not applying pressure.
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@artist said:
there would be a huge decrease in dcs during loading screens if moris weren't so boring to face
Facing 3 toolboxes is boring as well. 🤷
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@Yamaoka said:
Personally I hate Ruin but I still use it all the time because it works the best in terms of slowing down gen progression at the start of the game. Unless it gets cleansed right away that is.
I think I'm gonna try and replace it with the new Dying Light at some point, tough since my Ruin gets destroyed at the start of the game most of the time.
Dying Light alone will not slow down your game. What is 3% or 6% penalty on 80 seconds? Nothing.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/706950#Comment_706950
The "top players" are extremely uncommon. If you balance around the 500 really good players in the the game when there are 15,000 that are average and below average you're going to be ######### over the experience of the majority and upset the larger demographic. You don't balance around the top in a game like this.
It's the exact same for Nurse then I guess. Nerf Nurse as a whole because there are a few god Nurses in the game.
I mean, yes, that is what is going to happen. Nurse is indeed getting nerfed because there a few players who are too powerful with her using her best add-ons.
If the devs would follow the rule of "balancing for the casual player", then Nurse would need to get buffed instead of nerfed.
The devs need to be consequent. If they balance some aspects of the game around the top players and other aspects around casuals, this cannot work at all.
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@Impact said:
https://forum.deadbydaylight.com/en/discussion/comment/704700#Comment_704700
How about we start with the pink ultra rare add-ons? I reckon all of those could go, as most of them are potentially game-breaking.
The problem then lies with deciding what purple very rare add-ons are OP. I'll voluteer a couple of suggestions to get us started: Spirit's Prayer Beads, Shape's Scratched Mirror and Survivors' Alex's Toolbox.
The rest of them, green, yellow and grey, can remain.
"Pink add-on" does not mean "too powerful add-on". For a lot of killers the yellow, green or purple add-ons are the best while the pink ones are only gimmicky. (And that does not mean that these add-ons should go.)
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Since entity blockers have been buggy for quite some time now, the devs have most likely problems identifying what causes this bug.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/688234#Comment_688234
You balance around the large majority, not the small minority. Truth is, the large majority of survivors at rank 1 are complete idiots because like Mochan said, this is a casual game. You don't balance the entire game around the 5% of players that are as good as Zubat. The balance right now is actually very good considering the type of game it is.
You balance any game around its top players, not around casual players. That's the only way balancing can work.
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@AWesley91 said:
https://forum.deadbydaylight.com/en/discussion/comment/699472#Comment_699472
Are there enough solos left that killers could really avoid SWF?
Probably yes. I'm pretty sure killers could avoid at least 3- or 4-men-SWF.