Orion
Orion
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- Orion
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This is a known bug. I'm betting the devs are working on it ASAP.
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Assuming you're all right about the DS rework being the source of this change in attitude, I appreciate it even more.
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I think I may have noticed this. I heard what I believed to be a survivor falling, but they didn't actually reach the ground until a moment later.
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On paper, I like the idea, but how would this work, in practice? Killers don't exactly have that many buttons.
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@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/376722#Comment_376722
Mine have been somewhat of a mixed bag. I've had multiple games where I've been tunneled throughout most of the match (like 3~4 gens worth) and haven't been pipping much, but that's nice too in a way. I like that they've made it more difficult to pip. It's fun when you have a really tense match and you pip. ^^ Feels rewarding in a way and with how the new system works, the game needs to be (as someone else put it) a long and healthy match where the killer was able to get multiple hooks and so on.
And have people been courteous in the chat as well?
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@Eveline said:
https://forum.deadbydaylight.com/en/discussion/comment/376705#Comment_376705
You can't be toxic without a second chance. You go down and you are going on that hook boy.
That's a fair hypothesis.
@fluffybunny said:
Could be the lobbies, too. Everything from the rank to who I'm being paired with seems different.
I know, right? I've been getting more and more survivors near my area (hell, even from my own country!), and they've usually been pretty chill.
@The_Crusader said:
Know whats funny? Barely anybody is using DS anymore.
They cry about tunneling, finally we get a good perk against it and nobody is running it. They aren't running it because it isn't brokenly overpowered anymore. Some people won't settle for anything less than OP.
Does that really surprise you? Unbreakable is the same way.
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@NurseMainBTW said:
Ok, this is getting ridiculous. Can you please stop with this hate-inducing survivors threads and posts?
You used to argument things in a very smart way but with all of this free hate it's getting quite annoying. Not every survivor is a piece of #########, mind you.
I can only speak of my experience with survivors, and to say it's usually negative is to put it mildly. I've had everything from moderate insults to death threats against my family and children spewed at me. I am expressing surprise that survivors have been nice because it's unusual, in my experience, while pointing out that I appreciate it. There's nothing hate-inducing in this thread.
@Peasant said:
@Orion Perhaps the Decisive Strike rework has culled the toxic survivor population, blessing us all with a respite of mutual respect?
I mean, I kinda doubt it, but if so, good for us.
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That makes no sense. Even if toxic survivors stopped using it, they'd still play the game to be toxic in other ways (there's even a thread by one such person on this forum).
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Like I said, it's not that I don't like it, but it feels weird given the usual comments I get spewed my way.
Yours, by the way, is tame by comparison.
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@Eveline I really don't. I haven't done anything differently as of late. I have a few hypotheses, but I don't know anything. And here they are:
- A ban wave just went out.
- Toxic survivors are playing the new killer.
- It's past their bedtime.
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Break LoS.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/376589#Comment_376589
Thats not how Dead By Daylight works, the game isnt over until it's over. End-Game isnt post-game.
Unless the survivors are braindead, it is not possible for the killer to win once the gates are open.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/376335#Comment_376335
Looks like some of them are evolving 😱
Well, I did always say that if the game got harder and survivors actually had to try to survive, then survival rates would spike, since they'd be less overconfident and less likely to make the mistakes that turn a 1k into a 4k.
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@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/375025#Comment_375025
And two you both i say ENDURING... but what do I know..? Ds was such a problem :^) nurse still exists btw
Breaking the totems stops NOED from activating. Enduring only makes DS slightly less bad.
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@Theluckyboi said:
Only when there is one survivor left, otherwise it could result in some pathetic end games
No? It's the killer's decision when to give up.
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@Dragon_of_Fantasy said:
I wouldn't mind much with this change, but the devs could buff something for the survivors. After all, it sucks for a team that's working efficiently on the generators, and then a killer gets a pip because of a perk that steam rolls a team (situational but can happen).
The buff(s) could be:
- What the comments have said about a way to track the # of totems left on the map.
- Increase the accuracy of Small Game and Detetive's Hunch for those who want to make it easy to totem hunt. Solo survivors can't communicate to say "slow down on the repairs, I need more time to find totems," so this could help them with keeping up with time.
- Allow survivors to gain points in a category for destroying the totem(s). It would be weird to have a situation where one survivor gets all of the totems, but didn't receive a pip to increase the defense of the team.
If a killer pips because the survivors got steamrolled by NOED, then the survivors played poorly in the end-game.
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For me as well, but the overall picture has improved.
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@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/376374#Comment_376374
Then was the point to make them more of a solid objective for survivors? I may be missing something.
It's literally just that. The developers wanted totems to be a secondary objective, I'm suggesting a way to achieve just that.
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@benzos said:
https://forum.deadbydaylight.com/en/discussion/comment/375948#Comment_375948
a lot of survivors disable it. i do, and for those that leave the toetms it's their risk. the more i think about it, a hex counter should be in the game even if there isnt noed in the game or not. it would help the solos out.
Then this won't affect you, so it's fine.
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@fluffybunny said:
Totems aren't objectives. The dull ones are only good for point fodder and nothing else. I'm guessing you're making this suggestion 'cause other people are requesting for another objective (such as gathering gas cans) that are mandatory. The issue is that breaking totems would be yet another activity where survivors had to hold down M1. They would have to find all the totems, but that could be difficult. Some people have troubles finding generators and nothing would stop killers from bringing it along against survivors who are newer. If you wind up on the Game or another map with strong totem placements, you're screwed, too.
Though alternatively it could make a meta where end game is the most important, which would be interesting. I'm not sure. Like imagine if everyone was running end game builds.
I'm making this suggestion for the reason I said in the OP. Don't try to make this more than it is. I appreciate the rest of your feedback.
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A survivor who changes their build to adapt to the strategies they can't counter on their own? Did I slip into an alternate reality?
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@Raccoon said:
I've had someone tell me it's 4.4 m/s
That's 110%.
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Do you not understand what ping is? It has nothing to do with Internet quality, it's a physical limitation in the speed at which information is transferred arising from the laws of physics.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/376282#Comment_376282
Because we didn't fancy waiting forever to get into a match again if I left the lobby
I get that, but you can't blame the killer for not living near you. Personally, I prefer to play a round with low ping even if it means waiting longer, simply because it's more stable and enjoyable.
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@douggie123 said:
My friends are saying that the lag in the game is absolutely horrendous and unbelievable
Well, yeah, that's what high ping means.
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@douggie123 said:
Yeah but this has never happened ever before this is the first time it's happened the killers ping was red on the lobby
Why'd you even ready up with a killer who had red ping? Your DC is just expected at that point.
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Connections work both ways. The fact that your SWF group was still in the match kinda proves it was your trash wi-fi.
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@Wolf74 said:
Before that crap my lobbies had been filled up and already started.
I rarely had to wait for 4 minutes to fill my lobby.
So this new system is not just an UI change, it makes my lobbies slower.
Not opening a lobby right away is a UI change, but there were some changes to the matchmaking to reduce overall lobby times.
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@VoodooTheKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/376250#Comment_376250
I'm talking for everyone i have interacted with so far as well as myself. I'm speaking on behalf of the community. Get out of here if you aren't contributing anything but blanks and what you think is correct.
You're speaking on behalf of you and the people you've interacted with. I've read enough threads to know that those queue times were not the norm for everyone, which is why the devs created the new system, to lower queue times on the edge cases. It's all right there in the patch notes.
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@VoodooTheKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/376239#Comment_376239
It's not. at all. now everyone waits longer. 6 minute wait? whats almost half a match. you kidding me? then you get people with high pings leaving and you are waiting another 3 minutes until everyone is ready. You are full of air.
No, now you wait longer. Some people had queues of several minutes. Maybe try to look at the overall picture rather than focus on your own tiny little corner and pretend that you're all that matters in the universe.
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@Aven_Fallen said:
Banning people instead of fixing issues is totally healthy for a game that needs to rely on their players.
If they cannot DC, they would probably not play at all. Which is bad.
They're not playing now. It's not really that big a difference.
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@TheHourMan said:
You think that's bad, try looking at it on desktop mode from mobile:
What the actual #########? Why isn't it white, like on PC?
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@VoodooTheKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/376200#Comment_376200
....you don't get it. I don't need a 5 minute timer, when i used to have a create a lobby button that instantly brought me into my own lobby, and 15 seconds later i had 4 survivors ready to go...
The point is to reduce the overall wait time, as opposed to having some people with full lobbies almost instantly and others having to wait several minutes. This is the best option for everyone.
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@raquelambersantiago said:
https://forum.deadbydaylight.com/en/discussion/comment/374842#Comment_374842
Yep that's my entire argument about SOME of the changes. They were paid for, its not like its a pre release game or in ALpha or Beta where they are testing to see if stuff works and changes are imminent. Devs bowed to complaints to change DS after the fact yet it was tested before release. I can see minor tweaks to something, someone is always going to complain about some aspect BUT this boils down to something that was paid for in some cases as is.
And by "some" you mean whichever ones benefit you, right?
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You don't get it. You're queuing up to be matched with other people, just as if you'd opened a lobby. It's a UI change.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/376029#Comment_376029
Did you even read the OP?
Probably not, which is why you should ignore them.
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Just taking advantage of a broken mechanic that essentially makes them take 3 hits to down.
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Ah, mobile. It's even worse than I thought. As I mentioned above, I'm not colorblind and even I have trouble reading red on dark grey or black.
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@Fenrir said:
https://forum.deadbydaylight.com/en/discussion/comment/376134#Comment_376134
It needs to be lowered down to 1
1 is too low. Knee-jerk reactions don't make for good decisions.
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@Eveline said:
https://forum.deadbydaylight.com/en/discussion/comment/376022#Comment_376022
That is what I am doing.
Good. We should all do our part to help purge these people.
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@Fenrir said:
https://forum.deadbydaylight.com/en/discussion/comment/375993#Comment_375993
There shouldn't be a threshold in the first place there needs to be a punishment system instead for dcing
There should definitely be a threshold because this is a game and people have lives that are unpredictable and take precedence over any game. That said, the threshold does need to be lowered.
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It's a hotfix for the achievements. Probably the fastest fix they could release.
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Play those killers exclusively and make them DC more to the point that they get banned, just like they deserve.
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@Jonathanskilz said:
You wont really have a problem with it it only works after you been hooked so just dont tunnel the survivor LOL
Because you always know where the unhooked and unhooker are, right? I mean, that's why MYC is such a great perk that everyone takes, because you can make use of it 100% of the time.
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@xmenfanatic said:
It's a power that helps the killer more then the survivor. I know when playing killer I'll be wanting that power to be used by a survivor more then I will actually use it as a survivor, so I hope they buff it some.
Really? An additional health state is helpful to the killer? Let me guess, Decisive Strike was also useful for the killer?
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Yes, it did.
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@ZacKskills said:
https://forum.deadbydaylight.com/en/discussion/comment/375885#Comment_375885
Exactly. Gives the survivors a decent perk for a change that is also fair for killers. A “free health state” isn’t all that game changing. The killer can catch up again in 2 seconds. Plus it also gives those people how actually juke our the killer 3 times, a reward for doing being good. And if you wanna “taunt” the killer with him seeing your aura then go ahead. The killer then gets a free kill lol. Perk should definitely stay how it is so far.
The cooldown on the hit alone is 3 seconds, where the killer is basically static, not to mention the on-hit "Sprint Burst" the survivor gets which is an additional 12 m of headstart. Even if the survivor stood perfectly still after the "SB", it would take roughly 6 seconds to catch them again.
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@benzos said:
https://forum.deadbydaylight.com/en/discussion/comment/375893#Comment_375893
its ok as it is now but if you want noed to be PERMANENT then no way, put the counter. this would force killers to know its a hex and a risk to use.
Killers already know it's a hex and a risk to use. I mean, it's right there in the name. It's survivors who refuse to disable it.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/375883#Comment_375883
Ohhh, my bad sorry. Hmm.. Yeah I think that's really better then. The thing is tho, what to do with solos? I still have the opinion that a totem counter would be fair for solos and needed for current and future balance, how about you?
(ofc killer would have a totem counter aswell)
I've already expressed that a totem counter can be added to one of two perks (I mean, it could be added to any number of perks, but I feel those two are the best ones for the job), but not given for free.
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@Kebek said:
I would agree with this change if devs also implimented sound notification when all totems are broken so that solos don't try to find totems when there are actually none left.
Overall it seems pretty balanced considering that survivors set the pace of the game and totems are super easy to find just randomly.
That seems acceptable, as long as there is no actual counter.