Pulsar
Pulsar
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@BoriskyTheFox said:
I hate RPD for how killer sided it is. Finding gens and interacting with other teammates literally impossible in that map.
The worst take.
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@BoriskyTheFox said:
https://forum.deadbydaylight.com/en/discussion/309931/so-why-was-eerie-of-crows-buffed
Huh? Eyrie of crows isnt a survivor sided map. I think devs made the right decision by buffing it. As you said, those rock pallets were way too unsafe. Survs need stronger maps especially nowadays when anti loop killers are so popular.
It's literally old Ormond with a stronger main building.
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https://giphy.com/gifs/starwars-star-wars-episode-2-3ohuAjo92OfUc0DmIU@Viciusaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/2803656#Comment_2803656
Clearly I did not have the better gaming chair. I need to rethink my life choices
//
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I ran Windows of Opportunity, Dead Hard, Decisive Strike and Circle of Healing when I played Solo Q.
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@Aven_Fallen said:
"Did the old ranking matchmaking work fine and was good? No"
IMO the old ranking matchmaking stopped working once they pretty much removed Rank Reset. When they added that you get only set back 1 Color, it started that:
- Killers who dont really belong to Red Ranks are almost all the time in Red Ranks and face Survivors who belong there
- Survivors who dont really belong to Red Ranks are almost all the time in Red Ranks and face Killers who belong there
Before, this would only happen near the end of a "season", but with the changes they have done, it happened basically immediatly.
And their reasoning behind this was pretty nonsense (in general AND because of something they did later) - the reasoning was that someone who does not have that much time to play will not be able to reach Rank 1. And IMO it is completely reasonable that players who play more, get more.
However, once they changed this, the overall quality of Survivors and Killers in Red Ranks really dropped. And at this point, they seem to have decided to implement an MMR-System in a casual game with lots of factors. And since you cannot take all those factors into account, they just boiled it down to escapes and Kills. Because, you know, if I play Blight and get 9 Hooks and a 1K I am worse than another Killer who gets 2K with way less Hooks than me.
You only really felt MMR the first month after implementation and afterwards, it is pretty much random. You can get really good Survivors one game and then stomp 4 Babies they next game. Or, you play against one of the best Killer players in the game one day and the next day, you face Killers who dont even know how to run common tiles.
And, the funny thing, and why I said that their decision to reduce Rank Reset was nonsense - now, you get set back to Ash IV, the lowest Rank possible, meaning that players who cannot play much, will not get as much as players who play a lot. Which was the sole reason why they changed Rank Reset back then AND which lead to these awful players in Red Ranks and this mess of MMR.
IMO if they would have tweaked the Emblem-System a bit and made Rank Reset harder again, it would have been way better.
FINALLY
Someone else thinks that way.
Red Ranks was never good per say, but it was way better before they made Rank Reset a joke.
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I think that if the Demogorgon from the hit show Stranger Things were to ever be added, it would have the best theme.
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Legion and it's not close. He is fundamentally the worst Killer and will remain at the bottom until he gets a full rework.
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MMR annihilated my hope that the game will reach it's potential.
Two years on a system that gives us the exact same matchmaking as before.
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You simply had less skill than them, didn't you know that?
/s
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@q6iha34x1r69psli7pg said:
https://forum.deadbydaylight.com/en/discussion/309891/daily-rpd-sucks-discussion-thread
https://us.v-cdn.net/6030815/uploads/AZ1X0CXR9WVU/image.png
This map is fine, they just need to remove this room.
This map is fine, they just need to remove this map.
There, I fixed it.
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@prettyboykiz said:
Sorry but if you a killer and need to see EVERY survivor once you hook someone then you are sad at this game. Way OP and ridiculous that you don't have to actually grind yo find another survivor without an aura reveal
lmao
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@Real_RUBB3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2802748#Comment_2802748
Even as a killer main who uses the combo, this is a change I would support. No reason for a gen to get blocked when ONE survivor lets go of the generator, and punish any other survivor who is still working on it.
However, I do not agree at all with that OP said. There's no reason a survivor should be able to complete a skill check as they are running away from a generator, Overcharge is not excluded from this either. Do you know how ######### it would feel to be playing killer, pressure a survivor off a generator and chase them, only for them to land a great skill check, or a good one with Stake Out, and complete the gen when they could be MILES away from it? This sort of thing could also lead to de-sync issues I'm betting, where a survivor could land a great skill check while the killer is kicking the gen, and pop it, and then perhaps lock the killer in place somehow because of a glitch. I honestly do not think survivors should have the possibility of being rewarded while running away from a generator, and as I read from some other comments here, making skill checks cancel entirely if you leave a generator wouldn't be a good idea either, it would render perks like Overcharge, Oppression, and Unnerving Presence practically useless, because a survivor can just avoid the penalty for missing the skill check by letting go of the generator.
The way it functions now isn't acceptable either.
It's RNG as to whether or not you get to keep your progress on the gen or not.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2803511#Comment_2803511
I mean... seeing as DbD is not a competitive game by any stretch of the imagination and RNG already does that in the form of tile generation... I really don't have that much of a problem with it. Making it a feature might be cool though.
Overcharge skillchecks should auto explode if the Survivor leaves though. I feel very strongly about that.
I agree.
I would rather see the skill checks be given to you by default while running away and have Overcharge remove that ability.
That makes more sense.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2803451#Comment_2803451
What's so wrong about Killers occasionally getting rewarded for doing something that makes a Survivor leave a gen exactly?
So you enjoy RNG deciding whether or not you lose games?
Either make it a feature or fix it.
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@exf310n said:
I'm going to need some reasons for it being hot garbage.
Are you referring to playing killer on this map, playing survivor, being console player? What exactly are you complaining about here?
It's horrid for all non-stealth Killers, but it's bad for them too.
It's literally the size of Mother's Dwelling but it has two floors.
It has numerous god pallets.
The office god loop.
If you go down in an Exit Gate in the main hall you can't be hooked.
The library of pain.
Oh and the map is ######### on console.
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@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802824#Comment_2802824
Really? Because you're arguing that doing gens should be totally relieved of any risk whatsoever. That's boring and counterintuitive.
There needs to be a risk of doing gens in the killers face, or doing them up until the last second of PR procing.
There's not any risk anyways. That's an issue with game design.
Skill checks auto-failing because the Survivor made an objectively smart play is bad. It's totally random and cannot be relied upon nor predicted.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2802758#Comment_2802758
But normally that's not even possible....I let go of a Gen and use Sprint Burst and run off I'm a good distance away from the Gen when the skill check hits so how is it fair that I get to complete the skill check and not even close to the Gen....that would allow survivors to have more hand holding and allowing them to make more mistakes without consequences tied to them.
Alternatively, why should a completely random interaction punish you for something that isn't your fault?
Also, not sure if the realism argument is one you want to pursue.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2802792#Comment_2802792
I've read this conversation twice now.
It's my opinion that AK's not saying that survivors should be punished for leaving gens. He's saying they should be for rushing away. The same way survivors are currently "punished" for fast vaulting, jumping into a closet while sprinting, etc.
The game has always made a distinction between slow and considered moves (like waiting for and hitting a skill check before moving off the gen for the rescue) over rushed, unplanned actions (sprinting away from the gen because you just saw the killer). Why should that change now? And how would such a change honestly be a "QOL change" and not a flat out buff?
Then too, there is the mechanic of the "gen tap" where survivors will progress bit by bit, instead of actually committing to the repair, in order to avoid the skill checks. Used to happen a ton, until the changes to skill checks made that no longer viable. It seems you want to go back to those days, why?
Except it doesn't actually distinguish between "rushed" leaving a gen and slow leaving a gen.
It's totally random.
If you defend that, then why not just make for every second a Survivor does a gen in a Killer's TR, they have an X percentage chance of having the gen explode for 10% regression? That's literally the situation we are in.
If it was somehow guaranteed that if you leave the gen too quickly (how would that even work) it would blow up, then that's one thing. You have prior knowledge and are able to prepare to counter it, but that's NOT how it works.
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That's actually a really good start.
2 downs for only one gen is insanely good early game.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802970#Comment_2802970
It usually takes me a bit to find one. Every second counts in this game.
Not when CoH vastly outweighs that timesink.
The ability to heal yourself is invaluable. That's why med-kits are so good.
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@Sdyx said:
I have played more than just one game with the Nemesis, no I have not PLAYED the Nemesis, as I do not have the money to spend on him nor do I wish to get him. I've stopped reading most of the comments before typing this, as they all seem fairly repetitive.
Who is going to crouch mid chase when they don't even know a tentacle strike is coming? The only other killer in the game that gets more powerful the higher tiers they go is Myers, and even he's nerfed by making it where he can't stay in tier 3 indefinitely. Nemesis can. A momentary speed burst from an infection strike doesn't mean anything. In every game that me and many others have played, even early game, we cannot escape him. And I have personally encountered a lower cooldown after a hit; playing as tap with level 3 tenacity, I didn't even leave his feet before he was able to pick me up after a basic attack. One of ya'll said something about hitting Tier 3 makes him "as fast as a survivor", all killers are faster than survivors, else they would literally never be able to catch them. It is literally impossible to escape Nemesis. In every single game, the only way anyone's ever managed to "get away" is if someone else distracts him or if he's toying with everyone and hits us and leaves. On top of all of this, Nemesis has map wide pressure that literally no other killer in the game has anything CLOSE to, with the zombies able to alert him as they start following survivors. You have to keep an ear out for Nemesis's terror radius while keeping an eye out for zombies, because as the generators get closer and closer to being done, they get louder and louder to the point where they drown out the groans of the zombies. I quite literally had a match where a zombie dropped out of the sky on top of me as I was hiding in a bush right in front of Nemesis. Had this not happened, he would never have known I was there, and never would have caught me. I'm not the only person who has had these things happen to me. Everything I have said has all been corroborated by other people that I play with who have gone against Nemesis. You can say that he's not broken, but when you have literally 3 back to back Nemesis players at Ash 4 running only 1 perk and no add-ons absolutely WRECK a party of 2 Iridescent 4s and 2 Gold 1s, then the killer is broken. And we've asked them, and only 1 of them was a "veteran" playing on a new account.
I'll be returning to read the rest of what I ignored later, as I've just had more BS games against Nemesis tonight and don't really wanna deal with reading people defending a broken killer atm.
Do you want advice and do you want to improve or do you want to have an echo chamber where people just agree with you?
I can literally invite you to a game and show you how to be better. I will come out of my Killer retirement to help you. All you have to do is ask.
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@JUMPSCAREKILLER said:
https://forum.deadbydaylight.com/en/discussion/comment/2802917#Comment_2802917
i agree on the mmr part. Old system was much better cos it meant you had to do more than escape or get kills. And yes cheaters can be anoying if they are one of those ”trying to hide cheats” but i dont mind meme hackers who just fly and ######### a around. And it isnt that many hackers if you turn off crossplay so the epic games free to play cheaters cannot come against you.
I had some dude take my game hostage for 2-8 hours on New Year's Eve.
I just started streaming it so that I could watch it at the party I was going to. He was still t-bagging when I checked in 2 hours after I left, so it was good to know he had nothing better to do.
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@IronKnight55 said:
It's pretty balanced now. I don't feel like any nerfs are needed. It takes so much time finding totems, then blessing them and healing. Killer can snuff them super quickly as well. Boons are supposed to be strong.
It takes so much time finding totems
It does not take hardly any time to find 1 Totem. To find all 5? Sure, but it's quick and easy to find one.
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@JUMPSCAREKILLER said:
https://forum.deadbydaylight.com/en/discussion/comment/2802724#Comment_2802724
probably people will not block for that and if they do its gonna be only couple (if you are not toxic or troll) :) and it has time reset like ow :) so its not gonna affect your que times like at all :D
That's not true at all.
Anyone who has played DBD for more than 20 hours knows that this community will absolutely abuse the ######### out of that. "people won't block for that" people will block you for running a charm they don't like
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802821#Comment_2802821
Didn’t John Goodman narrate that one. I think I saw it. But yes I still love dinosaurs and that will never change. also if you want a funny Dinosaurs commentary video
This video is hilarious Lmao. What’s your favorite dinosaur?
I don't have a favorite they are all cool and yeah I think he did
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Grades still have nothing to do with matchmaking.
Your sentiment, however, is correct. MMR is pretty bad.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2802792#Comment_2802792
I'm not sure if I've ever heard anyone say that Survivors should be punished for leaving the gen as a Killer approaches.
Because Survivors think they should have everything work in their favor.
If you think about it, instead of brushing me off, you'd understand what I mean; It's punishing Survivors who don't leave early. The ones who have to SPRINT AWAY because the Killer is 10 meters away.
But, again, you think it's a 'QoL' thing because clearly nothing in this game should favor Killers in any way, shape, or form. Anything that does is CLEARLY an oversight and needs to be fixed.
Call me a Survivor main while you're at it.
If you take a look at my post history, you'd discover I've played an unholy amount of Killer. In fact, I commented on something talking about CoH just today.
Unlike others, I do not let the fact that I played Killer dictate my ideas on what makes sense and what does not. If something is bad, it's bad, regardless of what tribe you belong to.
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@fulltonon said:
This could be finally the time to rework SKILL CHECK!
I'd support that.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802771#Comment_2802771
Of course I do lmao. I watched it when I was 5 on animal planet. Scroll up on this thread I even put the opening theme. I loved that show so much. Nigel Marven is the goat
I still have it on VHS when I recorded it.
I think I also have "When Dinosaurs Roamed America" and Bindi Irwin is there too. It was so surreal to hear she got married because I literally just watched that tape a few weeks beforehand.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2802775#Comment_2802775
It's a punishment for leaving the gen, there's no opportunity to even hit it.
That's, literally, what I'm saying it is. I'm pretty sure it even has a higher chance of triggering if the Survivor holds shift while leaving a gen.
Are you saying that Survivors should just hold M1 as you approach and shouldn't even bother getting off the gen?
No. I'm saying it's a punishment for staying on the gen for too long, because now your HASTILY RUNNING AWAY (IE: Holding shift/sprint). Whereas it will happen less if a Survivor leaves 1. Right after a skillcheck or 2. While holding crouch (or NOT holding sprint)
Another way of looking at it is that it's a Killer's REWARD for pressuring a Survivor off gens.
But all Survivors see is 'Gen pops. This is bad for Survivors so it's CLEARLY unintended!' because the entire game should hold their hand and never work against them.
I'm not even sure I have to argue this point, you're kinda doing it for me.
I'm not sure if I've ever heard anyone say that Survivors should be punished for leaving the gen as a Killer approaches.
I also don't think I can convince you and I think that everyone else can see the reasonable argument, so I think I'm done responding, unless something else piques my interest.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2802781#Comment_2802781
hehe seal go spin
S P I N
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2802778#Comment_2802778
With Demogorgon, I would also like to see Steve Harrington and Nancy Wheeler from the hit Netflix series Stranger Things come to the game. Maybe the character Johnathan Byers could also be a legendary skin, although that may just be wishful thinking. A Hawkins Laboratory map would also be interesting to see.
Hawkins Lab could be cool, but I'd like to see the Starcourt Mall, it's more open and people don't like indoor maps. Maybe they could even include part of the parking lot to make it a true hybrid.
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Depending on my mood, one of these two.
https://www.youtube.com/watch?v=3YtH2rjrfaI&ab_channel=NirvanaVEVO https://www.youtube.com/watch?v=eY52Zsg-KVI&t=65s&ab_channel=JulianJapenga -
You know, I think having the Demogorgon from the hit Netflix series Stranger Things would be pretty cool.
idk tho prob just me
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2802758#Comment_2802758
No. Survivors are meant to be punished for running off a gen. The only abomination that goes against this is that stupid Overcharge, which lets Survivors hit it while running away. Because whoever made it has never played Killer.
If you removed the surprise skillchecks with your 'QoL' hand holding, then gens would NEVER explode. I can't count the number of times I got regression because I chased a Survivor off a gen, and it happened to explode right as they left.
I don't care if you hide behind 'Qol'; this is a DIRECT buff to Survivors and a nerf to Killers, as the only regression would come from kicking. And kicking is stupidly useless to do because it takes 600% longer to kick than it does for Survivors to hump a gen for 1/60th of a second.
Then, again, your issue is with the skill checks.
Besides, that isn't even a skill check. It's a punishment for leaving the gen, there's no opportunity to even hit it. Are you saying that Survivors should just hold M1 as you approach and shouldn't even bother getting off the gen? That's a hilariously bad take if so.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802425#Comment_2802425
Lmao Jurassic park, walking with dinosaurs and the land before time got me into prehistory. I love all the episodes but #2 Times of the titans is the one that gets to me the most. It’s just so much awe in it.
Absolutely beautiful. They don’t make good documentaries anymore it’s just Dinos fighting when that doesn’t happen every time. I even watched that garbage 2013 Walking with dinosaurs movie. Lmao I got fooled with that name. And I won’t lie, I shed a tear watching the new Jurassic World trailer today. I still know so many of the dinosaurs names that’s how much they mean to me on the same level as Comic Book Superheros
YO A FELLOW DINOSAUR ENJOYER?!?!?!
you remember prehistoric park?
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It's hysterically badly designed.
Nobody asked for side objectives for the Killer. Survivors wanted more to do than hold M1 on gens and Killers wanted Survivors to do something other than hold M1 on gens.
Instead, we got hold M1 on totems for an absurdly powerful effect.
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@AngyKiller said:
Yes, let's remove the only way for Survivors to fail a skillcheck since 99% of them never miss skillchecks when on a gen, and the only way for a Killer to get regression outside of his 50000000 year kick animation that gets reversed in a 0.0060 second gentap.
Never mind that such a change would also remove the explosion from the Killer chasing Survivors off gens, too. May as well just make it so the only regression is the 3 year long kicking animation, while Survivors can gen-tap in less than a sixtieith of a second. Not like literally every other aspect of the game holds Survivor's hands already.
In fact; why not just remove regression all together? The Killer now has a fixed time to kill everyone because Survivors can never fail skillchecks, and kicking is too long and useless to do. 🙃
I mean, it takes 2 perks to do this combo; half a Killer's perk loadout. But it's clearly unfair that Survivors might sometimes have a gen explode. That's just so unintended and unfair. Hold Survivor hands harder, please!
If 99% of Survivors don't miss skill checks, then that's an issue with skill checks. This is a QoL fix. You should at least have the opportunity to hit the skill check while running. That doesn't mean you automatically get to hit it, it's far more difficult to hit one whilst running.
I think your bias is blinding you to something that would be a good QoL change.
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Yeah, it really does lmao
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I would support this change.
Also, a QoL update to Dead Man's Switch. Have it block the gen only if all Survivors get off of it. Currently, if two people are repairing and one lets go, it's blocked. That's dumb.
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4 Vigo's is a 48% to unhook yourself iirc
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@Chimp said:
i had an xbox one s before i upgraded to a series s, and boy, the hitches were so awful on last gen
https://forum.deadbydaylight.com/en/discussion/comment/2802603#Comment_2802603
Yes, they were.
That video has no hitches, but it runs at 20 FPS. That's how it was from 2017-2019
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@ASurvkillivorer said:
Do those offerings even impact kobes? I thought "Luck" impacted items in chests?
Luck operates the opposite way.
Luck does not impact the items found in a chest, it only affects unhooking odds.
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@Chimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2802595#Comment_2802595
i never played on old ormond. i joined in 2020. can i see footage?
Here.
https://www.youtube.com/watch?v=yee-SXTxwZA&ab_channel=bewareofbearsThis also gives a great look at how the game used to run on Console's before they bumped the maximum FPS up. No freezes but oh boy is it low FPS.
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Hmmm.
I'll try it.
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Yep, not too much you can do about that.
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It's really bad.
Once again, the art team is fantastic. I've never had any criticism's for them. They always knock it out of the park.
The gameplay is horrible though. It's literally just Old Ormond with a stronger main building.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2802392#Comment_2802392
Unless you spawn in one, the amount of times I spawned in Dead Dawg's awful dead zone or in Wrecker Yard's dead zone with a Bubba/blight making a beeline for me is quite common.
The cursed corner of Dead Dawg.
However, it's statistically almost impossible for it to be that often.
That's 2/26 Killers on 2/35 maps and then the Killer has to either get lucky or be using Lethal Pursuer.
But yes, sometimes you just get unlucky. That's why in both my original comment and my original reply, I didn't say ALL the time. I said most or often, as sometimes the game just decides you die.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2802276#Comment_2802276
No, it's usually the first one being found. Unless the killer is very inexperienced, any survivor found will go down, some faster, some slower.
And since the name of the game is tunneling he will go faster the next two times. There are counters but they aren't part of the "meta".
DS isn't meta?
BT isn't meta?
DH isn't meta?
That's certainly news to me.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2802392#Comment_2802392
Youre just going further away with your posts.
All you've said is "that makes no sense" but you haven't given any reasons.
You obviously aren't discussing this in good faith, so I'm out.