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PalletsAndHooks

PalletsAndHooks

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  • It should not be worth 1500 boldness bps each successive blessing either.

  • @SlothGirly said:

    you can get the character for free lol. Nobody made you buy it with real money.

    Mikaela is not worth real money, and barely worth the shards. What's really great is boon blame. You can take the boon perks with another character and Mikaela gets blamed for it anyways, resulting in more Mikaela deaths more often.

    Life might not always be fair but it feels right seeing Mikaela get tunneled to death while I'm setting my boon back up.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591832#Comment_2591832

    Right, but Netflix historically hasn't had its own gaming platform to worry about where DBD may be direct competition, so it seems weird to just completely disregard that and assume BHVR screwed up somewhere- especially when we can't see wherever it would've been. It's not as though ST was one of the unbalanced/buggy/disliked licenses, after all.

    What you're suggesting is speculative over assigning fault to bhvr. Bhvr has the recent NFT controversy that is far more indicative of mismanagement than anything netflix has done as of late. Netflix is known for retaining and maintaining licenses, which suggests to me that they would not simply pull the license for the sake of a new market. It isn't like netflix to do this. It is like bhvr to cause this.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591890#Comment_2591890

    Botany Knowledge and We'll Make It provides benefits to all team members also. The only difference is that survivor has to go find the injured survivor, instead of the injured survivor needing to find the CoH AoE. (And with We'll Make It, it's pretty easy to find the injured survivor).

    If you are running We'll Make It, you are actively looking for unhooks. Each unhook is twice as time efficient as CoH. And it affects every team mate.

    If you are running Botany Knowledge alone, your teammates are getting 10 second heals and it affects every team mate.

    If your team never gets hooked, then you wouldn't be able to use well make it. CoH provides a proactive opportunity to create territory, which is a much more impressive and beneficial dynamic overall.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590670#Comment_2590670

    Speaking specifically about Circle of Healing...

    • Very few survivors can find a totem reliably, so the large majority of survivors are going to run Small Game or something else. So most times Boons are taking up 2 spots.
    • Next, let's do the math on healing speeds for boons.
    • Boons take 14 seconds to bless, 16 seconds to use. So 30 seconds for a heal.
    • However, you also have to find the totem, say that takes about 16 seconds. But to err on the side of caution, let's say you're really fast at finding a totem, so 8 seconds. The heal time is now up to 38 seconds
    • Since survivors won't be around the totems area of effect, they will have to travel to it. I would say on average, you will have people in it about 1/3 of the time and survivors that have to travel about 8 seconds to it the other 2/3s of the time. So 4 extra seconds for travel. The heal time is up to 42 seconds.
    • First Heal - 42 seconds
    • The 2nd Heal would add 16 more seconds for healing and 4 seconds travel time. So 2 heals cost survivors a total of 62 seconds, divided by 2 is 31 seconds for each heal.
    • The 3rd heal would add another 20 seconds, so 82 seconds. Divided by 3 is 27 seconds for each survivor.
    • If the Killer breaks the totem, which the probably will before 3 people gets heals, then you add 14 more second and 8 seconds finding the totem.

    Now take Self-Care and Botany Knowledge

    • If you heal yourself, you are getting 21 second heals. 21 second heals is much better than 27 second heals.
    • However, if you heal someone else, you are getting 10 second heals. Boon totems will never beat Self-Care and Botany Knowledge for the speed of heals and Killers can't "snuff out" Botany Knowledge and Self Care. Botany Knowledge works for the entire team.

    We'll Make it

    • Single perk that gives you 8 second heals. Again, much more time efficient than Circle of Healing and benefits the entire team except yourself.

    Do you see why Circle of Healing isn't a big deal. You can ignore it as Killer until you are going past it and it only hurts survivors, time-wise.

    CoH provides the benefit to all team members, which completely overrides the need for self care or health packs (not that built to last is broken either or anything)

    What boons end up doing is creating territory for survivors to be safe. This is counterintuitive to most of the games fundamental dynamics.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591498#Comment_2591498

    Even the time to join a new game one? That would explain why there are so many rage quitters then. The fact that they flood in the moment the dc penalties are lifted proves the system works.

    Well sort of. It doesn't change behavior like they intend it to

  • @Myla said:

    It's not. It's a 4 v 1 game. So stop complaining if a killer has strong anti loop powers.

    Well some killers are 1v4 killers, like pinhead and some killers are 1v1, like cowboy. 99% of the games fun completely comes from interactions with the killer, so against a 1v1 killer 99% of the game feels like it's a 1v1

    It's really simple math tbh

  • all I read was "just do bones" or something

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591019#Comment_2591019

    Shouldn't that assumption go the other way? Netflix is doing their own gaming service thing, so since we have no evidence BHVR ######### up in any way shouldn't we assume that the ST license was pulled because of that upcoming gaming service?

    That makes little sense from a money making perspective. Netflix is know for keeping licenses afloat and generating revenue at every angle. It would be unbecoming of them to simply pull a license for the sake of a new market. It wouldn't maximize profits at all, so it would make more sense that BHVR mismanaged or did something offensive to netflix that caused netflix to simply not renew.

  • @Beaburd said:

    I mean, to be fair, the event doesn't really do anything.

    Pumpkin kicking? A novelty with no real purpose.

    The event hooks, generators, offerings, and add-ons? Probably cost you more BP than give you in the long run.

    The skins from the event tome? Sure, there's a point there.

    ---

    I agree they should extend it, but even if they don't at least there's no real loss.

    "A novelty with no real purpose"

    Says this about a video game.

    You are a novelty with no real purpose if you really believe this about pumpkin smashing.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590995#Comment_2590995

    Yeah, this whole scenario is strange. Wish they could come out and clear things up, but I doubt that would be a good move from a license agreement standpoint (for both current and future ones)

    Well yea, bhvr has already mismanaged a major license somehow. I don't and won't blame netflix for that without evidence. It makes more sense that BHVR would mess things up. Netflix wants as many licenses as it cna have out there.

  • @Sweet_Tour said:

    Even if they do get nerfed, then what do we do about perks like Circle of healing and Self care? They better not nerf Self care.

    Me being silly: lol 45 seconds of self care time out for you.

    Devs: *60* seconds of self care time out for everyone without CoH

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590732#Comment_2590732

    I doubt it. Pure speculation here:

    The timeline of the entire thing just reeks of "spend money to make money". Big promises with no infrastructure setup banking on high consumer demand from deceptive marketing and FoMO in order to actually use those funds to hire talent to actually make the NFT's.

    Why else would their initial announcement of these NFT's have literally zero evidence of any NFT "cards"? (The only things they had shown any images of were the models given to them + a PNG blackout of an old Butterball toy), with the first released image of an NFT being only a single image, and then 3 days later, literally only 4 extra images were created by someone probably screwing around in Blender)

    Also pure speculation:

    The voiceline was probably removed because Clive Barker actually got movie rights back to the first Hellraiser film and script, which "You Opened the Box, I came" is literally pulled from.

    So I wonder what will happen moving forward with BHVR and the Hellraiser franchise. Will they be able to make a deal with Mr. Barker and wipe their hands of this whole ordeal? (And potentially allowing use of more skins), or will they be stuck in some sort of due rights-owners limbo where it becomes an absolute arse to handle.

    I do not know why BHVR decided to continue with the Hellraiser work while there was active litigation going on this franchise though, Were they jumping in on the bandwagon of a sellout? Or were they unfortunately caught in a legal battle by surprise? But if this source is believed to be accurate: http://www.clivebarkercast.com/2018/04/01/pinhead-is-coming-to-dead-by-daylight/ Then this Chapter has been in the works for years. And that at this point BHVR is being legally strangled to say nice things about everything lest they something happen to all the work they've invested so far.

    I really hope that BHVR can come to an agreement with Clive Barker himself though and try to wash their hands of this whole ordeal.

    One of the bhvr employees was itchy about pinhead, so he cashed in all his favour to get cote to jump on it, even tho yea, technically clive barker doesn't have the rights until December

  • @KingFrost said:

    "TEN RANDOM PEOPLE WILL RECEIVE $5.00 ACTUAL VALUE FROM OUR $250 PRODUCT"

    Yea but the value of this thread is priceless rite now

  • The game can be balanced, but the devs don't want to put in the work to fix the spaghetti code.

    @csandman1977 said:

    Actually. The game would be much more enjoyable if they deleted these forums.

    Also, this. Community dev team has made some of the worst decisions for the game. I remember a time when half the community was adamantly against cross play. Cross play is probably one of the few things that has kept this game afloat. Alot of people are still salty about it, and they will never allow themselves to like cross play and they've never played a game that can efficiently utilize cross play like this game can and has.

  • Most of these ideas are good considerations, or perhaps, talking points.

    Ghost needs reduced cool down

    The screaming thing upon reveal is a really snazzy idea

    Hooked survivors should not be able to reveal; idk about dying survivors but oblivious survivors shouldn't be able to do this either

  • Would really like to have the default cinematic as an option too, or literally anything except mikaela's nipples moaning in her bed. It's very annoying and I find everything about her to be disgusting.

  • @SlothGirly said:

    I thi k it'd be awesome if he had a passive ability that worked on LoS. with either increased ms or lower tr. Tho maybe the increased ms would be a tad strong for chases around tall tiles

    Theyd have to fix ghost face first

  • @AkiTheKitten said:

    The main reason gens and slowdown are even an issue is because of map size. Tune it down so we can have atleast one good balance change

    Devs: you can't just be vague and tell us "fix ur game" we don't understand what that means

    You: this.

    Devs:

  • Yes it is possible and I have been recording data to prove it. I was planning on sharing my data after 100 trials. The objective I made for myself is to make every effort to secure a hatch escape.

    Im at about 20 trials, and my escape rate is 85%, with about 55% being hatch escapes.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590287#Comment_2590287

    Yeah thats what makes it great. The reason why i would have the perk Saboteur is so you can Sabo multiple hooks if/when needed. I never tried Red Herring with it, im gonna look at that today. I feel Empathy is better though if your looking to make saves. Yes people will bring up that a flashlight is more consistent and potentially easier to use and although this may be true Sabo is extremely satisfying when you make good plays with it.

    What your talking about when reffering to not being able to finish the Sabo happens but once you get good at Sabo builds this will happen less. You can throw Spine Chill in there instead of Dead Hard or Resilience and that hook will go down then the killer will have no choice but to drop the survivor and then come after you. You REALLY need to have great map awareness with Sabo builds thats why i think those two builds i mentioned are the best for it. The Boil Over/Breakdown build is to waste the killers time if they come to you and after Saboing all nearby hooks they cant hook you because of Boil Over. If they drop you then come back to you to wait for the hook to respawn then you have Flip Flop (considering no one comes to pick you up) with the Boil Over so they cant get you to a hook anyway.

    Im very strong with Sabo builds and unique as no one will attempt a hardcore Sabo build because they arent comfortable with it or dont really know it but i do and have had some success with it looking to get more. I tried Built to Last and i dont particularly like it because i would have to take out Dead Hard for it which im not willing to do. In theory its good but just doesnt woork well with Sabo

    I forget spine chill and resilience is a thing that works here.

    A successful basic attack cool down (without perks) is 3 seconds, and that's how long it takes to drop the hook. In theory, spine chill should allow for enough time, but in my previous experiences, I've never been able to drop the hook between m1 attacks.

    I'm gonna give it a try again and see what's what.

    Thanks.

  • I just use sabo with red herring these days when I do play sabo. It's not worth the perk slot for its intended use. I use it for boldness bp and creating a noise distraction that I couple with red herring at a given generator.

    The thing about sabo is that you can't take a hit at the hook and have enough time to drop hook during the m1 cool down. You'll get hit a second time and go down and the hook doesn't drop. It's exceedingly rare to be able to use sabo proactively. The killer will probably see you and change directions, because it takes about a week to drop that hook with sabo.

    If sabo could be used more reactively, it would be worth the perk slot. Alexs toolbox is just a much better overall option, and built to last is a much better perk to go with it.

    Don't get me wrong, it's a fun perk, but it's only going to work proactively WITH the condition that the killer is headed your way.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590126#Comment_2590126

    The previous system didn't match make well. This one does.

    The developers were on the right track with the original matchmaking system, they just simplified it down even more and now it works much better.

    Instead of trying to see if you are doing all the tasks required to escape the match or make a kill, the system now just sees if you escaped a match or made a kill. It's the same system, but functions better because they distilled the essence of what they were trying to accomplish with the emblem system.

    What I'm trying to convey most of all is that the old system didn't measure all those tasks, not with a proper measurement. It equated the score into a pass/neutral/fail system which is what this current system still does. It is very similar and in time it will show itself as such. No, it's not the same, that is true, but you will eventually begin to see similar matchups to the old system.

    Because the old system used that type of information that way, it disregarded the actual scores and plays being made. It never calculated your score with your emblem score, it only measured your rank with pips. Basically, escaping is now the only means of earning a pip, which is what you said. That's exactly how the new system is similar to the old system. Both systems disregard the earned scores and both systems will still let immersed clods tier up their mmr. I think if you give it a few more weeks you'll see the similar matchups you had before.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2590024#Comment_2590024

    I don't see why it would matter if you can only go so high or low on MMR. However, judging by results, Matchmaking is definitely putting similar skilled Survivors with similar skilled Killers.

    Personally, I've always thought Kills/Escapes was exactly how matchmaking should be based. Every generator you do, every loop you evade a killer, every survivor you rescue leads to one objective, whether you escape or die. Kills/Escapes is basically what the emblem system was trying to do but was failing at accomplishing.

    You could do everything perfectly on the emblem system and still die.

    The end objective for survivors and killers is kills/escapes and every skill you use during the match build up to that. So it's measuring your skill.

    But the previous system was based on emblem pips not emblem score, that's why it didn't match make very well. The emblem score itself is what match making should be based on. In that regard, the current system is similar to the previous system, because of the linearity and basic conditions required to advance or decline. Eventually, with time, you're going to see matchups similar to what you had before, not exactly the same, but not that much different.

    The claim that the current system is based on months worth of data is a farce. The placebo effect stems from the fact that everyone had some kind of match making reset, whether or not it was days or months worth of data. Whether your score used to be 1 inch before and now your score is 2.54 centimeters, you're still being matched up with people that general measure up the same.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589990#Comment_2589990

    Why isn't the new system any better? For the majority of players, it gives both the Killer and the 4 survivors a very equal match. How is the worse than the 100 4k win streak Killer games that use to happen.

    The new system is apprarantly solely based on whether or not a survivor escapes through a gate. Sure, it's not the same, but it's similar to the old system which simply accumulated enough emblem points to determine a place in rank, through pips. Not all levels has 5 pips, but for simplicity, let's ignore brown ranks and ranks 1 and 2 pipping systems for a moment.

    With enough emblem score you'd gain a pip. Doing at least one gen, safely unhooking once or healing twice, and escaping at least 1 decent chase without getting hit would certainly give you a minimum emblem score for objective, altruism, and boldness. Simply escaping was worth 5000 survival points. All of that accumulates into a -2, -1, +0, +1 or +2 pip score right? This is linear between two points, rank 20 to rank 1 (well, rank 15 to rank 3, but we will get to rank 1/2 in a moment)

    You're still counting between X and Y, or rank 20 to rank 1. The new MMR score only gives you the +X if you escape through a gate. Escaping through the hatch is +0 and dying is -Y to your score. It's similar in the regard that the scoring system is linear, moving only between two points on a scale. Let's call everyone's default MMR score 1000. On your very next game, irrespective of what the killers mmr number actually is and how much it affects your score the following fact should be true: If you win, you gain more mmr, which will be above 1000. If you lose, your score will be below 1000. If you hatch, your score remains 1000.

    Eventually, you get to this part of the conversation, the rank 1 and rank 2 tier MMRs. Forgive me for not knowing, but I cannot prove if mmr scores can fall below 0. If they can, then most of what I'm saying applies. If mmr scores cannot fall below 0 then that means all of what I'm saying is likely true. Basically, there are some diminishing returns once your score falls too low or too high. If you can't fall below 0, then you hit rock bottom. If your score becomes high enough, your queues become longer: as the game looks for opposing MMRs, eventually the scope widens enough that someone normally outside your range is put into your game. This infers there's a diminishing returns upon victory because the opposing mmr calculation would not net you any gains if you win that trial against an MMR score that is otherwise far below where you should be.

    That means top tier MMR is similar to rank 1 and rank 2, because eventually, if you are among the highest mmr scores, you can only lose your mmr scores and won't gain anything irrespective of your win streak. Rank 1/2 either remains the same upon victory or falls down if they don't + pip....and MMR score either remains the same upon victory or it falls down if you don't escape.

    Centimeters vs inches, but it's written on the same measuring tape.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589864#Comment_2589864

    The old system is definitely not better for anyone except for Killers with lot of hours of play.

    It constantly threw bad survivors with good survivors and made it simple to get 4ks with Killers because there was always a weak survivor you could take out quickly.

    This new system is much much better for survivors. It sucks for Killers who were use to their 4ks.

    While that's true, the new system isn't any better than the old. They're rather similar, tbh

  • @The_Krapper said:

    Honestly the old system was better, there's no skill to be rated with the way it works you either escaped or you didn't and it doesn't matter how you got there , you could be the worst player in the lobby hiding all game doing nothing and end up getting hatch or just abandoning your team the second the gates get powered even though you've not been doing anything to contribute but yet mmr says you escaped and moves you up the bracket. I feel like they just throw anyone together for quick matches the skill of my opponents varies too much per game I could destroy a swf with my nurse and then get a bunch of babies immediately afterwards with only like 40 hours in the game that have no business playing against someone with thousands of hours more and more then 10 ranks above them

    They called it a 99% improvement in matchups, yet they withhold the data

    What they have said about the new systen isn't possibly a fact because nobody can prove or disprove it.

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2580324#Comment_2580324

    Never attribute to malice that which can be adequately explained by stupidity.

    Why not both tho?

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589636#Comment_2589636

    Delusions of grandure, delusions of grandure. You can have that line of thinking all you want. Your better off saying "for me" only a 4k is a win then i would respect that more but saying 3k is a draw in a general sense is straight wrong because you are wrong there. Nothing more to say after this..

    3k being called a win is like a participation award being called a competitive reward.

  • @Mr_K said:

    At the start all the tryhards rushed to increase their mmr score. So high mmr was/is quite sweaty. Since mmr does not reset, eventually high mmr will fill with more casuals and will go back to the way rank 1 once was.

    The issue that needs solving is hackers.

    The fact there is only one mmr number is boring.

    Bhvr should hired me when they had the chance, because.

    My design would abandon this elo nonsense, which is fundamentally no different than the previous ranking match ups. That's because it still relies on competing only two sets of numbers for a matchup, one score for the killer and a score (or average of scores) for the survivor. Very similar to the previous way matching up used to work, only with more numbers (think us customary vs imperial: using millimeters is more precise than fractional inches, but both are still linear means of measurement that can be read on the same measuring tape)

    What this game needs is to pay me money to fully design two sets of ratings (survivor and killer) that measure off of five scores. Four of the scores are based on the average emblem points you earn (0 to 8000). The fifth score is the average of the first four scores ("true" MMR rating")

    My system would match solo survivors that have very high objective scores with survivors that have very high boldness scores. this system would also match Swf groups that average a very high survival score (above 5000) matched with killers that have a very high sacrifice score.

    Other nuances include matching survivors with a very low survival score with survivors that have a very high altruism score.

    Buncha other nuances I could list off here, but I'd like to be paid for my work. Of course, bhvr could always do the work themselves, which involves work. You know, the thing that most people try not to do these days.

  • Really sucks being matched with people who likely have a similar play style to you. Gets boring fast, doesn't it?

  • @ThiccBudhha said:

    I have been tunneling quite a few Mikaela already. Her new playerbase kind of annoys me. I do not do it BECAUSE she is Mikaela. I do it because a Mikaela happens to be the type of survivor who is asking for it. Lol.

    No idea why it is happening otherwise. Maybe to stare at her from behind while you chase?

    I enjoy most of your posts

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582647#Comment_2582647

    What are you talking about? I MAIN KILLER LOL, #########! 2k is NOT A WIN for the final time, your being delusional. In your own world 2k is a win but in reality 2k is half of 4k and is thus a draw!!! 2K means you went even or drew even with them period! Im not replying to you after this because its pointless and dumb at this point...

    https://forum.deadbydaylight.com/en/discussion/comment/2582675#Comment_2582675

    Whatever man, to each his own..

    https://forum.deadbydaylight.com/en/discussion/comment/2582898#Comment_2582898

    What you think (that 4k is only a win) works in your own personal world/mind but is nor reality nor facts! 3k or 4k is a win and THATS FACTS! Your statement is an opinion based off your own win/loss conditions which i 100% dont agree with.

    https://forum.deadbydaylight.com/en/discussion/comment/2583056#Comment_2583056

    Yeah but everyone is different. While i dont disagree with them on that you cant say that win conditions arent a thing anymore because there are draws and status etc (brutal, ruthless, merciless) if these things didnt matter at all they wouldnt be in the game.

    https://forum.deadbydaylight.com/en/discussion/comment/2583070#Comment_2583070

    What? lol whatever, Killer is not horrible its just that the game is in survivors favor. If playing killer was a "lost" then every game would have 4 escapes... So moving along

    https://forum.deadbydaylight.com/en/discussion/comment/2583266#Comment_2583266

    There is a loss condition, its called 3 or 4 escapes! Call it ego but everyone has an ego and dont tell me we dont. If you live in this world you have an ego, if you play certain games you have a ego, theres nothing wrong with it/that its only a problem when you take your ego to put others down or make them feel bad in one way or another thus the egotistical people, egoist, toxic people, big ass ego's etc. Theres nothing wrong with setting wi/loss conditions for yourself because it just means you have expectations when you play and or are competitive!

    Only 4k is a win. For bonus points, get 4k with 5 gens still remaining.

    3k is not even a draw. By letting a survivor escape, you let the survivors complete their gens, which is a loss for the killer in many ways. A draw would be 4k and they managed to get all five gens done or even open a gate.

    By letting one escape through the hatch, you weren't slugging near the end, which is another whole type of loss.

    People can try to pat themselves on the back for 3k or 2k, but since the game is do gens or die, any escapes means they completed their gens (or you didn't slug) and I scoff at the idea of both a killer and a survivor winning in the same trial.

    Whatever makes you feel like a winner, I guess.

  • A vocal minority of people demanded a key nerf. So the devs nerfed the hatch.

    "Do gens or die" = "camp and tunnel"

  • Pretty ridiculous pair of perks overall. They're bugged and broken strong, and the devs feel like they're balanced. Glad the healing one is disabled tbh, it ruins a variety of perks on both sides.

    Clearly they do not play their own game much.

  • @SonicOffline said:

    What's even the point of Easy Anti Cheat? lol

    Super basic level of protection like a pair of socks but you see, were out in the wild and we need boots, too.

  • @yobuddd said:

    Got infinite loading screen on your PS4?

    Hit the “home” button to go to see your PS4 main screen, then go right back into DBD. It’ll kick you off into the match results screen and say someone disconnected. Now you’re free to search for a new lobby!

    I’ve done this by accident twice and it worked each time. If it works for you, please post confirmation here.

    Same for other systems. If you find that changing app screens like this helps you as well, please describe your process here.

    Hope this thread helps!

    Gosh it's almost like nobody at bhvr had discovered this because they don't play test their game

    I mean if they had play testers in the first place, most of this probably wouldn't have happened

  • @Majin151 said:

    They already have with the removal of number badges at the end of matches,the increase of wait times caused by the stupid sbmm system and the fact that they lied to us with the whole nft situation

    They're lying about how ranks don't impact match matching too lol

  • @Unifall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588187#Comment_2588187

    Play a killer to bypass a perk? No. Right there should tell you that the perk needs changing. Also leatherback isn't as good when you play against good survivors. As survivor i always use DH becuase I know how strong it is.

    And as a killer I always bait dead hard because I know how annoying it is in certain situations. Window grabs are a thing, and forcing a pallet drop means one less pallet. Never lunge.

  • @Unifall said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588148#Comment_2588148

    At high level is not as easy to just "bait it out". High level survivors know when and where they should dead hard to a safe window or pallet and extending the loop even more. "baiting it out" only works if they get caught out positioned which you will not see against good survivors.

    Then use cannibal and bypass that thing altogether, dead isn't very strong. It's a situational perk. As killer, you need to take away those conditions and ensure a 4k every game

  • Dead hard sucks, just bait it out and it's not a problem. If you lunge every hit, you're gonna get derped.

  • Instead of stupid buff bottles that make survivors better, he could had a weird clown honk aoe that makes any nearby survivors scream, like a mini infectious fright

  • @[Deleted User] said:

    Most gaming communities (regarding online games anyways) are like this. I'll never understand why.

    I disagree. Only a few games have these types of crowds, dbd near the top of that list.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587320#Comment_2587320

    I’ve played on it plenty of times, and one of two things is bound to happen (or both):

    • Survivors being left to struggle phase or even to die first hook (even with Kindred in play)
    • Killers camping one side of the map, or a hook in a hallway that prevents a rescue

    Unless you’re a coordinated SWF, it’s a solo nightmare. And maybe even for SWF. And there are more issues than just these that I’m not listing in this comment, but those are the big two.

    disagree. if you know the stairs and drops, you can get to any hook in about 30 seconds. knowing the map is key, like anything other area in this game.

    if a killer camps on THIS map, then the other 3 should be able to get away. it comes down to whether or not the middle room gen(s) were completed.

  • @Trwth said:

    Salty killer main here. I've heard this topic numerous times over the years and it seems like nobody can agree on anything. So, in the nature of a similar post I made about having an FoV slider for Killer, I'm asking everyone to tell me what they think about Dead Hard, but ONLY from those who are FOR Dead Hard. I personally am against Dead Hard, so if there's something I'm missing, I would love to be enlightened. So...

    Tell me why you think Dead Hard is fine. Is it balanced, and if so, how?

    Please avoid the Killers vs Survivors comparisons. This is about Dead Hard and nothing else.

    Derp Hards original intent was to dodge a killers attack. It does this really well. The issue is that most mid to high tier survivors abuse it to extend their distance while running, rather than simply dodge a hit. Very good survivors know when to use it near a pallet, but it's a perk that is easily exploited for different gains. Extending is much more suited to lithe.

    A good killer always baits dead hard. Never lunge. Lunging is an act of desperation in an *attempt* to end the chase earlier.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587281#Comment_2587281

    It is objectively a terrible map for DbD - for both sides.

    *Subjective

    You haven't practiced the map enough to know it's great for survivors and strong for stealth killers

  • It's not that bad of a map and it's not rng. It's procedure-based time slots for maps

  • @vacaman said:

    3 out of 3 perks released are bugged. Quality control is not in Behaviour's dictionary, they treat their customers as pigs.

    Cows, actually. Pigs go to the slaughter and cows get MILKT

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