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  • @RyuSun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682266#Comment_1682266

    when I do it once per second, I die. I literally have to mash it like my life depends on it to stay alive

    Because it's once every 0.4 seconds, not once per second.

  • @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/198065/this-is-why-i-think-dbd-is-dying

    At least this game didn't get hit by a broad lawsuit like Friday the 13. That game was awesome. It had a lot of issues too but it was barely allowed to get off the ground.

    The lawsuit came after its player count had already dropped to almost nothing. It was just a convenient excuse for its devs to jump ship.

    @[Deleted User] said:

    DBD isn't dying. It's been growing more than anything.

    However, this game has had this cycle of 'Vet players leave, new players come in, those new players eventually become vets, vets leave, new players come in...' and the cycle continues.

    More people come in than those that leave, but the world only has a finite amount of people (and franchises to attract people with) in it and eventually they'll run out. Then we'll just be left with a broken game that has suffered far too many growing pains to sustain its own weight.

    Vets also return. We take breaks from the game because that's how games should be played, otherwise you get burned out.

    EDIT: Oh, and just for the record, people have thought DbD was dying since DbD was released. DbD will eventually die, that's set in stone, but it's not dying now nor will be dying any time in the near future.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674431#Comment_1674431

    Every time I make a statement criticizing the devs or just pointing something out it gets put into here

    Yes, feedback gets moved to the proper section.

  • If you are having internet and/or PC issues, then solve those before trying to get into an online multiplayer game.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681980#Comment_1681980

    Which is why I stated 1v1 killers specifically. A trapper isnt gonna get much use out of Ruin, but a Doc or PH definitely will

    It doesn't matter who the killer is, as long as survivors don't DC and actually try to counter them. Also, Trapper definitely gets more use out of hex perks than most killers, since he can literally trap them in a way that always alerts him when survivors try to go for his totems. It's almost like having built-in Undying.

  • @Hex_Llama said:

    Fellow psych major, that's really interesting! It makes me wonder if the way we conceive of the difference between killer and survivor roles is wrong -- because I also would have predicted that low agreeableness and high neuroticism would map onto killer more readily (I say, as a person who was a killer main for the first year I played), but it seems about even.

    I'd be interested to see some of the other studies you mentioned, looking at personality traits and in-game preferences, if you want to post the refs. Either way, this was a really cool project.

    As a survivor main, I would have predicted the exact opposite - low agreeableness would make you more likely to be a survivor.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681746#Comment_1681746

    as long as killers who run undying and ruin together, dc's are justified. Survivors cant progress in those games. Strong 1v1 killers had one weakness: map pressure. Ruin alone helped spread the pressure into a fair match as 1v1 killers can easily scare people off generators and force survivors to spend time in finding the totem.

    Undying and ruin literally removed that weakness completely. That is a gamebreaking issue no matter how you look at it. We play games for fun too. Its not fun if 80% of the matches play out the exact same unless you happen to get lucky and find undying first. Its removing all the skill required from killers to a point where green rank killers can play against red rank survivors and get 4k's because the undying was impossible to find.

    Funny how my friend and I manage to cleanse both Ruin and Undying and escape quite regularly. Hell, sometimes we don't even bother, we just rush gens and GTFO, because Ruin literally does nothing until you let go of a gen.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681371#Comment_1681371

    Thing is tho, killers are pretty much guaranteed to gain BP and at least a black pip every single match even if it was a bad match. Survivors dont have that luxury. All survivors really have is the fun a match can be, and if a match looks like its going to be a super boring one(aka undying/ruin) or a super quick one(mori's/tunnelers), what else is there to play for?

    Aka, killers will end up progressing quite a lot even if its a bad game. Survivors only end up progressing if its a good game, the only other reason is fun.

    I mean, there is a HUGE reason as to why the average players online is 35k now when prior to Blight it was 50k averagely. Either Ruin or Undying will need a quick fix, and personally, im up for reworking Ruin as pretty much all other hex totems need Undying. DS and Unbreakable is a relatively boring combo sometimes, but its needed for previously mentioned reason: survivors dont progress. Killers dont need undying and ruin together to have a decent match most games. If there isnt a ds in the match, odds are that killers will tunnel are increased by 1000%.

    I just checked and not only was the average player count not 50k before Blight, the average player count has never been 50k in all of DbD's history. Also, for these past few months DbD was still riding the "high" of the Silent Hill chapter.

  • SWF would ######### all over this killer, which is unfortunate because it'd definitely be a lot of fun.

  • @Impermanent said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681680#Comment_1681680

    No Talmeer. Your assumptions are completely wrong. Who gave you such godlike insight into survivors that you get the right to presume that even if the devs 'designed the Survivor Miracleland' (whatever tf that is) they would still DC? You're just copping an attitude that you hate all DCers and promulgating the idea that all DCers are entitled idiots and would just keep DCing because things aren't perfect. You put on this air of speaking logically but you are frankly spouting baseless, illogical, toxic lies.

    It has been spoken about at length by many, myself included, WHY survivors DC. I would estimate that 90% of DC'ing is for logical reasons. Spirit is still OPAF. People DC against her as soon as game starts. Moris are OPAF. People DC when they see moris. Midwich is a godawful map that people DC for. When people realize they're running against a Doc with anti-gen build on Lery's they DC. When they see they're against a see thru walls Meyers or IH Huntress or Rusty Shackles Hag or Coxcomb Wraith, etc... they DC. Why? Because they know that 99% of the time its an unfair game that's no fun and they die and lose a pip usually anyway. Same goes for seeing your teammates afk or playing like toxic fools. The game isn't worth playing so you leave.

    All you Anti DCers need to look in the mirror. You want the DC penalty for your own petty and selfish reasons. You just want your bloodpoints or you want to watch your mori or you want to slaughter a whole team with your awesome build, or you want to keep your red rank or whatever. Stop projecting this onto people trying to avoid unfair situations. Remove the DC penalty. Let people keep all their stuff when a DC happens. Problem solved.

    I'm a survivor main and I want the DC penalty because I'd like to be able to play the game. I don't care why you DC - if you don't want to play the game, then you can stop playing it instead of ruining it for everyone who wants to.

  • If the last survivor finds it before the killer? Yes, it absolutely is. Hell, if the last few survivors happen to find a key and the hatch, it's also a free escape.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680918#Comment_1680918

    I'm not even sure because they don't give an actual resolution slider but my monitor is set to 3440x1440 though since I'm still running a 1070 in games I set resolution to 2560x1440 for higher fps

    Yeah, that's ultrawide, not widescreen. Widescreen would be a 16:9 aspect ratio, most commonly with a 1080p resolution.

    Ultrawide, like most gimmicky things, is going to give you problems in most situations until it becomes mainstream. Try looking up some solutions to this problem for DbD, but you really need to do more research when you buy games when you use things like ultrawide, VR, etc., because chances are, the games will have problems with that.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672068#Comment_1672068

    I just want to say that u are absolutely right. I ran a trial run and tried to Kobe every single time, and indeed, it was quite difficult. At some point I lost count, but that 4% seems accurate.

    There was no increase in percentage when trying to unhook myself when I'm the last one alive. Out of about 15x, I was able to unhook myself once.

    I was really surprised and I stand corrected. Thank u for ur input.

    I'm surprised you actually went to the trouble of testing it. Most people just stick to their guns because they're incapable of considering they might be wrong, like flat earthers. Kudos to you, keep that up.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680907#Comment_1680907

    Yeah forgot how an extra 15 degrees of FOV without using up a perk slot would literally destroy the entire game balance, making killers too strong and completely destroying stealth because they can now see 1 extra box in their vision. I'll be sure to talk about that next time.

    OP was talking about playing as a survivor, but regardless, the FOV is part of the game's balance. It's that simple. You may disagree with the devs' choice, but you should present the facts as they are.

    Also, OP, I play on wide screen and don't have those issues. What resolution are you playing at?

  • @ALostPuppy said:

    Well this is a videogame in 2020 that not only doesn't have decent camera and FOV scaling based on resolutions, it also doesn't have an actual FOV slider. That's why.

    *because FOV is part of the game's balance.

    You forgot that part.

  • What's that?

  • Good. DCers should be punished.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679998#Comment_1679998

    If the game was in first person for survivor and you were on a gen a stealth killer could walk up to you for a grab. You wouldn't be able to turn around and look for them and you wouldn't hear a heartbeat because of stealth.

    On the other hand, Shape clearly has COPD, Wraith snarls all the time, and Ghostface and Pig have very loud footsteps.

  • It'd definitely be a lot scarier for survivors, but with killers like Ghostface, this would be completely unbalanced.

  • You're forgetting a few things:

    • Players improve over time. Some improve faster than others, but this will lead people to rank up/down the more they play.
    • Luck. There is no game where luck isn't a factor, and DbD has a big RNG component.
  • @bobateo said:

    The probability of success/failure does not change attempt to attempt. Each one is still at 4%.

    I'll ask you what I asked the other person: do you know what a binomial distribution is?

  • You know too much.

  • All the numbers in the OP are wrong, please see here:

    @Orion said:

    Apparently this is needed again and I'm not sifting through 1k of my own threads to find the other PSA I already opened on the subject, so here we go.

    Here are the facts you need to know beforehand:

    • Interactions in DbD are measured in charges (c)
    • Interaction speeds are measured in charges per second (c/s)
    • The default interaction speed is 1 charge per second (1 c/s)
    • Debuffs of the same type that come from different sources stack multiplicatively
    • Buffs of the same type that come from different sources stack additively, but they're usually capped, depending on the type of buff

    To get the total interaction speed, you divide the number of charges required by the speed at which you're interacting. Below are two examples with debuffs, both centered on generators, which require 80 c.

    Example 1 - Dying Light with 3 tokens

    Dying Light gives survivors a 3% speed debuff in several interactions. With 3 tokens, that's 9%.

    The interaction speed is, therefore, 1 - 0.09 = 0.91 c/s.

    The time required to repair a generator becomes 80/0.91 = 88 s (approximately). As I said above, you divide the number of charges required by the speed.

    Example 2 - Dying light with 6 tokens and Thanatophobia with 3 injured survivors

    Dying Light is providing an 18% slowdown, while (current) Thanatophobia provides a 12% slowdown.

    The interaction speed is (1 - 0.18) x (1 - 0.12) = 0.82 x 0.88 = 0.7216 c/s.

    The time required to repair a generator becomes 80/0.7216 = 111 s (approximately). Again, you divide the number of charges required by the speed.

  • "Competitive" and "fun" are not opposites. "Fun" is inherently subjective. With that said, even if you were to split the queue with ranked and unranked modes, there's nothing to stop people who are competitive - but not good enough to play ranked - from being hyper-competitive in unranked.

    IMO, the best way to solve this is for people who are not playing to win to stop caring if they lose.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676645#Comment_1676645

    That shouldn't be the goal of a restaurant to not care if someone is leaving, making it more enjoyable should be the goal. If people are DCing and killing themselves more and more often now then that is a huge sign.

    If my Indian restaurant doesn't attract customers who don't like Indian food, it's not on me to change the menu just because they keep coming and complaining about the food, it's on them to find a new restaurant that actually serves what they're looking for.

    Games cannot appeal to everyone, that's just a simple fact of life.

  • Thing is, Retribution can be disabled, so how would this work as a survivor perk? One totem and that's it?

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676474#Comment_1676474

    No, they want a 'fair' chance at winning and if you have massive slugger with infectious freight with undying with 5 gens still up, then that is a miserable experience.

    The DC penalty will just cause people to kill themselves on hook. Not fun.

    They could also just try to learn from their mistakes. Yes, losing to someone who overwhelms you is a miserable experience, that's normal, but you can either DC or you can try to analyze what went wrong. Maybe ask around on the forum or read some guides.

  • @Aven_Fallen said:

    I mean, for Streamers, it is probably too boring to watch someone doing the Tutorial. But overall, could be entirely possible that they just forgot. I know for sure that I did not know at the start that fast-vaulting makes noise. And a friend of mine who did play the Tutorial (he only played like 2 hours of DBD total) did not know that he has to struggle when hooked the second time. Even if he just did it like 10 minutes ago in the Tutorial.

    They don't have to stream the tutorial, they can just play it on their own time.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676457#Comment_1676457

    But it is gradually getting worse as killer becomes more and more unbearable to play against. People play to have a fair chance at winning.

    It only got worse after the DC penalty was removed, so survivors could once again DC without any consequence. However, most killers have not been changed since then. This is just people who can't handle losing, nothing more. They need to be banned.

  • @Sluzzy said:

    When you have four years of continuous nerfing to one side and continuing buffing to the other side, you are going to have some feeling disgusted on one side. Survivors used to never DC or kill themselves, but it has escalated within the past year and thats a warning sign to BHVR.

    Survivors used to never DC or kill themselves,

    I'm sorry, what? Survivors quite famously DCd and suicided at the slightest inconvenience.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675659#Comment_1675659

    There's no indication in the OP to lead to conclude that was the case. You're trying to take this conversation to be about DS and '2nd chances' when we don't even know their builds and nothing was said about it. I don't understand those survivors' logic as I don't understand yours. They made a bad play. The end. The actual reasons are unknown. There might be n-thousand explanations why they did. Inexperience, panic, cockiness, incomplete information, boredom, wanting to move on to the next match and whatnot.

    @Mugombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675659#Comment_1675659

    Or maybe it's the fact that the other survivors don't want a boring ass game where all you do is hold a button at a generator while the killers just camps so they'd rather try something than being bored. Or maybe it's because they realise there's another person playing the survivor being camped and would rather take some risks to save them than letting them waste the whole queue time and game just being sat on a hook. It's not always stupidity, it's also being selfless or making the game interesting.

    OP asked for an explanation for survivors' overall risky behavior, not just the specific ones they encountered, as seen below.

    I'm really curious if anyone has any sort of rational explanation why these type of things are far too common for survivors that should know better.

    My explanation might be right or it might not, but it is an explanation I feel confident in.

  • Why would killers chase a survivor through a loop when they (killers) are in a bad position if they can just go for another survivor?

  • @WheresTheGate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675659#Comment_1675659

    I basically read that as "many survivors get delusional", and I completely agree.

    Then you read it wrong. It's a human thing, not exclusive to survivors. If killers had a ton of second chances, they'd do the same.

  • @thefallenloser said:

    Yikes... people are bad at math in this thread. Just adding 4% three times doesn’t mean you have a 12% chance to escape, it’s 12/300, which is still 4%.

    Do you know what a binomial distribution is?

  • There's a psychological effect called "risk compensation". The gist is that the safer you feel, the more likely you are to take risks. Playing survivor, with all the second chances you get, you rarely - if ever - feel like you're at risk, so you're more likely to make dumb plays. Combine that with second chance perks like DS and your risky behavior generally being rewarded because of all your second chances, and you've got yourself players who have been conditioned to make dumb plays, because they don't suffer any real consequences from them.

  • Well, the N-

    this is NOT INCLUDING NURSE

    ...As I was saying, this is less about the character than it is about the player. A good player can take a killer with a high skill ceiling and wreck good teams, but a great player can do the same with a killer that has a low skill ceiling.

  • Moris were nerfed less than a year after launch, just FYI.

    My guess is, they focused on other things that are more commonly used.

  • If you saw three survivors healing a fourth, then they were either cheating or abusing a glitch, which would explain the other... oddities. The maximum has been 2 for a while now.

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675295#Comment_1675295

    Can you give me a source, I would like to see it. In the current state of the game I don't believe there wouldn't be pressure to unhook since the killer can still hook another survivor in the meanwhile. This makes it a huge risk because at that point if he slugged 1 other survivor and found the last one the game would be basically over.

    It was one of the first PTBs, I'm not sure which at this point.

    The killer was able to hook another survivor back then as well, there was nothing preventing them from doing so.

  • The devs tried a mechanic a while back where the first hook state lasted forever. It was determined that survivors were not pressured to unhook since their teammates would not die, while the hooked survivors were bored out of their skulls because they were doing nothing for long stretches of time. Since this is essentially the same idea, just "amped up" by making every hook state last forever, I don't see it working.

  • @Squirrel_Thicc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674982#Comment_1674982

    I see it a lot on the forums surprisingly. But to answer your question, idiots.

    I've never seen it, and I've been here a while. I've seen people say that one side is more toxic than the other, but never people saying that only one side is toxic.

  • @FireHazard said:

    The idea the devs favorite one side over the other really just depends on buffs and nerfs that the community regularly catalogs as "proof".

    I don't think I've ever heard them outright admit that they prefer one role over the other, despite being the devs of the game itself. Anything that proves otherwise is just patch notes for certain things that get buffed and nerfed, but nobody really knows how they feel about either role. I personally don't believe they have favoritism over one role than the other, but people can feel free to speculate... I guess.

    If they ever did mention this, I've never heard it or it wasn't from recent years... unless I missed it.

    Just for the record, I don't think they intentionally favor either side, but it's hard to look at their history and not see some favoritism toward survivors.

  • @Boss said:

    Funny how the desired 2K happened the least to you.

    One of the problems with DbD is that the killer getting one hook before or after any gens are done is usually the main determining factor for which side will win. The early game is simply too impactful.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675189#Comment_1675189

    None of this is relevant to what to what I said. All km saying is that the 5 second stun ds has is justified and you calling it favoritism isnt correct. Yes you lived through dbd history but I dont really care honestly.

    This isnt a discussion about history and the history you mention date backa1 year which alot of people hav elived through sok what does the vet card have to do there?

    What you said isn't relevant to what the argument actually is.

    This is indeed a discussion about history, since it's about the devs showing favoritism toward one side or the other. How are you going to establish favoritism (or lack thereof) when it comes to how things are changed if you're unwilling to look at how things have been changed over the years?

    The devs' justifications for the changes are there for all to see. Saying that a 5-second stun is fine in your opinion does not change the fact that they thought it was fine at 3 seconds, but buffed it to 5 because of Enduring and then never nerfed it back to 3 seconds even after the reason for keeping it at 5 seconds was gone.

    This was favoritism, and your opinion that a 5-second stun is fine doesn't mean anything because this is not about your opinion of the devs' changes, this is about the devs' opinion of their own changes.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675185#Comment_1675185

    I'm not sure, I will let you decide when it comes to that orion, I have to do more research to see how far back we have to go 😅

    Well, like I said, this Enduring change, which is from early 2019, was the most blatant display of favoritism I've seen in recent DbD history. I don't think "early 2019" was that long ago.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675159#Comment_1675159

    Yeah I dont dislike orion he isnt bad he can dash some really good points. That vet card is weird to say the least atleast for me. It doesnt make you any better or special than me.

    Like you said just because you bought the game earlier does not mean your opinion is fact. It also doesnt mean you have to treat us as lesser.

    When it comes to knowing about events from 30 years ago, would you trust a random person who's 15 years old, or a random person who's 40 years old?

    Being vets makes us more likely to know the game's history, whether you like it or not. And that's what's being discussed here, the game's history. Not opinions on whether some changes were good or attempted rationalizations for why blatant displays of bias were actually because of something else.

    Just for the record, nobody's treating you as lesser. We're saying we know DbD's history because we lived it. You, on the other hand, are saying our experience of DbD's history is irrelevant and that we should "learn" about it from you.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675176#Comment_1675176

    I don't know how far back we should go, but I know the plague chapter was over a year ago at this point, maybe we should go as far back as the silent Hill chapter.

    Do you really think four months are a good enough window? That's 8 patches, not including the PTB. DbD's had 18 so far this year, not including PTBs.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675169#Comment_1675169

    This thread is about the devs listening to mostly survivors, not listened, they are talking about the present, not the past, so you being a vet doesn't matter at all, nor does it give you the moral high ground.

    So how far back do you think we should go? The Enduring change was last year, just FYI.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675144#Comment_1675144

    I'm not saying learn from someone who wasnt what I am saying is that hes making a valid point. 5 seconds staying on the DS stun isnt favoritism its nust balance the duration cut the stun too short and the survivors had no way to get distance.

    https://forum.deadbydaylight.com/en/discussion/comment/1675145#Comment_1675145

    You dont have to bend over back for "new bloods." Your 2016 status means nothing atleast to me. All you vets did was play the video game a couple years earlier 1 year earlier than me. The most I can respect you for is keeping the game alive ling enough for me to pick it up on console.

    I was stating facts about DbD's history, that's it. His point is irrelevant because it was never about that.

    • The devs said a 3-second stun was OK without Enduring.
    • The devs buffed DS to 5 seconds because of Enduring.
    • The devs nerfed Enduring because it was too strong against stun perks.
    • DS was never reverted to its 3-second stun even though the reason for the buff to 5 seconds no longer existed (i.e.: Enduring no longer affected it).

    These are the indisputable facts that I've been stating. So what am I supposed to learn regarding these facts?

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