Pulsar
Pulsar
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Do what you feel is right.
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@dnj510 said:
https://forum.deadbydaylight.com/en/discussion/comment/2658791#Comment_2658791
But there are, right? Should be some alternatives on PC but none quite hit the mark like DbD.
Sucks that I play on Console, doesn't it.
I've been given the short end of the stick for years, I'm used to it by now.
In all honestly, my cynicism from my own illness is probably leaking into my thoughts on DBD, I really can't tell anymore.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2657985#Comment_2657985
I love when Aven says everything I wanted to say and more, it saves me so much time.
I love the last point especially as I tried to warn people about Hoarder + Franklin's but got probably the most negative feedback I've ever gotten in a thread I've made on here. It makes perfect sense now that they left those interactions but are nerfing his add-ons instead.
What boggles my mind is that Pinhead is still very new and I really don't think he's been around long enough to see people be true masters of him/his play style just yet. I think as time goes on we'll see more people getting better with him, after all he does have a rather high skill cap.
Could you not also take that same thing and apply it to his Kill Rate? Survivors obviously haven't adjusted to playing against him yet. He's pretty new, like you said. Even Trickster probably had a high Kill Rate when he came out just because he was new.
Likewise, Iri Fang needed a nerf. Idc what other people say. His other add-ons that got nerfed were his only usable add-ons.
Once again, in true BHVR fashion, they don't look at the why.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2658073#Comment_2658073
"Skill shots"... Not really. Hitting chains is quite easy. Even easier because you can basically let the portal appear directly behind the Survivor.
Takes some practice, but at least on PC it is not really hard IMO.
Not in my experience. Good Survivors can juke it, just like a Nurse blink.
Thing is, even if you juke a Nurse, she still gets at least one extra Blink to correct. Juke Pinhead and you gain MASSIVE distance against a very mediocre power.
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I'm just old and tired of this game.
If there was an alternative game, I'd play it, but there's not.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2658301#Comment_2658301
No. It...makes sense. Somewhat.
The initial pegging of a specific killer's MMR is definitely too generous. It should likely be lower, so you don't have to 'grind out' a dozen games while it calibrates you.
However, killers do have their own MMR which can rise or fall independently. I certainly get harder opponents on my Demo, Hag and Doctor games than I do on my Pig or Ghostface games. Far more PC players, far more SWFs and definitely more people that know what they are doing.
I would like BHVR to address their original quote, but this feels like a matter of crossed wires or something that changed later in development.
https://forum.deadbydaylight.com/en/discussion/comment/2658601#Comment_2658601
This.
And this is what frustrates me about so many of the complaints about the SBMM system - which, to be blunt, amount to 'I miss stomping noobs'.
Smurfs were a blight in the old system. It was so easy that even some Fog Whisperers admitted to doing it for easier games and I'd love to know how many new players just quit in disgust after being trounced by people with thousands more hours of experience than them.
And yes - there are ways to 'manage' your MMR, if you really want to do that. Go easier. Let the occasional 2 or even 3 survivors go after a hard-fought game. Run some silly perk combos. Ease up.
Just...don't essentially AFK out two dozen games to grief newbies. That's just a meanspirited, petty thing to do.
I played a game as Nemesis, who I've put a huge amount of time into. I get a good 4 man, I sweat and manage to get a 4K.
I BUY Freddy, queue up immediately and get the same 4 man. I matched with them TWICE, even after I got crushed.
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Updates usually come at 11 AM EST.
Might be different, but that's my guess.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2658246#Comment_2658246
Such as?
Plus, there is a massive difference between 'my MMR is obviously way too high so I'm going to play chill for a while and let it drop to get people more at my level'.
This is 'I basically AFKed a ridiculous amount of games so that I can 'practice' against complete newbies'.
MMR manipulation and smurfs absolutely kill games. SC2 had a big problem with this and it completely bottlenecked the game, in that new players were constantly facing Diamond+ players who smurfed their Unranked rating down to get some easy wins after playing Ranked.
Oh, you know, individual Killer MMR. Yes, I know there technically is, but it's basically meaningless.
One of the major points that they made when they announced SBMM was that Killer players wouldn't need to get stomped while playing a brand new Killer. That was a lie.
I even tested and proved it myself. There is almost zero variation in Killer MMR.
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That was fixed, I'm pretty sure.
EDIT: Yep, 5.3.0 hotfix.
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@dspaceman20 said:
I don't think he should have been nerfed too hard. The only thing that I thought should go was the chains attacking you while solving the box. It was extremely irritating and coupled that with slowdown addons made it not possible to solve without him teleporting to you.
They also should change the teleporting exploit.
Other then that he was a fine strong but fair killer.
What teleporting exploit? The one where he can touch the button near the end and it makes them stuck in place?
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@StarLost said:
Please don't smurf.
Stomping will get boring really fast and you'll make dozens of players miserable when you pop up and crush them.
Maybe BHVR should stick to their word then.
They made a whole bunch of promises about SBMM and then totally abandoned them.
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I dunno.
I usually only play against the same 4 or so SWF's. Every night, never fail.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2658226#Comment_2658226
Pinhead is one of the killers I main, so I wouldn't mind a buff. I feel like he is pretty balanced tho.
I put a significant amount of time into him and his Possessed Chains are garbage.
His real power is Chain Hunt, which was just nerfed. If you aren't getting it to proc reliably, Pinhead is only just above Clown tier.
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I dunno.
People liked it when I said gg after I lost. They didn't like it when I said gg after I won.
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@IronKnight55 said:
The addons that made it take longer to solve the box needed the changes 100%. It was just too much when paired with hoarder/franklins (especially on small maps). It shouldn't be possible to keep chain hunt going all game. Most unfun thing I've played against in this game. I'm fine with the other changes as well.
So, you'd agree that we need to buff his base power now.
He literally takes the skill of Nurse for the reward of Clown.
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It's hard not to be stressed when the game is literally designed to make you stressed.
I also think Tofu is wrong, but that's not new.
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2658053#Comment_2658053
Why not nerf survivors aswell? With current situation of gameflow it is nearly impossible to play majority of killers.
Killers are being torn apart constantly.
You get countered by 2-3 killers, now its a huge problem
Killers get countered by W and 40 pallets per match on average not a problem.
Meta is slowly but obviously shifting. Unstoppable gen rush = end game killer perks. One way or another
And yet BHVR expects killers to get 2K on average? Makes me wonder why such standard to progress to iri 1.
"KILL THE META PERKS ON BOTH SIDES"
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@AtraXis said:
https://forum.deadbydaylight.com/en/discussion/comment/2657974#Comment_2657974
"hard to land chains" ok... interesting
Chains definitely aren't easy to land on PC, definitely difficult on Console too.
I don't think that justifies the strength of Engineer's Fang, but they are skill shots.
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You can't get personal info from IP addresses. You can get a very general location and you can DDoS people (which is a federal crime in the US), but you can't get someone's personal info.
If hackers are able to access information on your PC, that would be indicative of a much bigger security issue than has been let on and I do not believe BHVR could be THAT incompetent. Theoretically speaking, it is possible, but I do not think that it what is happening.
It seems much more likely that someone put their personal info on the web and that was taken advantage of by unsavory individuals.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2657681#Comment_2657681
I think people seriously underestimate Billy.
However, that's not really the point, the point is that certain Killers would have no competition if you nerfed SWFs. You can't ask for a nerf to one side without asking for a nerf to the other side at this point. If you want a nerf to SWFs, you also would be asking for a nerf to killers such as Nurse, Blight and Spirit at the highest level of play. You have to remember SWFs also make up a majority of play in the mid to high levels of play also, so your talking about all the A-Tier killers getting a nerf.
I think Nurse and Blight would need nerfs.
Other than that, kill the meta perks on both sides then re-evaluate
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2657985#Comment_2657985
Why change the interaction with hoarder and FD though ? It's the best thing about PH's design imo. A killer who's power is unique and strong enough that running what would normally be quite memey perks for any serious loadout become a good reasonable trade off to increase consistency of his power.
It's the same for Nemesis and his vaccines or huntress's iron maiden etc.
Besides you can play around it, hoarder has area of effect so if the killer is close, don't pick up the cube or be able to loop PH for a bit. It's a nice combo that has very unique feeling for him but it's nothing that wins the game instantly by itself and you're giving up 2 perk slots for it.
Plus, I thought we hated Killers running Ruin, Undying, PGTW and Corrupt?
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@RainehDaze said:
See... Pinhead teleporting to you is a good thing. It means nobody else is being pressured, if you delayed just a few seconds on solving to get into a good position you've dumped him into a loop staring at a wall (and not you), and (if you're in a good spot), he's now well away from any generators, because chances are it spawned where people aren't: dead areas of the map.
It also takes 45 seconds for the Box to even SPAWN after he teleports, then another 90 for a Chain Hunt.
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@[Deleted User] said:
He has the highest average kill rate (nearly 60%), that's probably why.
Also his nerfs are mostly targeted at the box solving add-ons, which made it so there was basically no window to solve it without allowing pinhead to teleport. Both of his ultra rares are probably overperforming, they are his best add-ons for sure. They did buff chatter's tooth which i think is great.
He also just came out. A higher Kill Rate isn't unusual for a new Killer.
His nerfs are targeted at the ONLY thing that made him good, much like Deathslinger. His 4v1 pressure is immense, but his 1v1 is weak-average. If you aren't consistently getting Chain Hunts, he is NOT a good Killer.
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@Bwsted said:
Do you mean the other add-on nerfs, or have I missed the memo on something else?
Yes, and also what Otz said in his latest video.
To quote, "Chains will no longer interrupt the Survivor solving the box." I suspect this is referring to the Chains which spawn when the Chain Hunt is active, but I am not sure.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2657758#Comment_2657758
Yes. I stand by that.
35k-50k is a substantial gain within the range I specified.
Naturally, this could also be an attribution fallacy on my end - but my point is that MMR hasn't obviously damaged the game popularity wise, despite the grumbling.
Now, I'll be keeping an eye on things over the next 6 months. If the game implodes, then I'd be happy to concede the point. But I think we'll be at 50-60k average over Christmas and will stabilize at around 55k by Spring.
MMR was only implemented in September tho.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2657738#Comment_2657738
Every year has one big drop off, sometime in the Autumn.
I'm not sure you can attribute the August falloff to MMR. Back to school, maybe? Or perhaps there was another game that released around that time? Or maybe people were a bit burned out on the BP grind after the anni event?
June+July were an enormous gain, and the numbers are still pretty healthy. It seems stable at 50k-ish (up from 35k-ish last year) and I think you'll see another gain in December thanks to Artist being released.
Stats are fun :).
You also specified since MMR released.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2657723#Comment_2657723
I agree.
Honestly, there is so much that could be done to dramatically improve the balance of the game.
- Rework a ton of maps to remove infinites or absurdly powerful loops.
- Give solo survivors a more robust system of emotes to allow them to communicate better.
- Stop nerfing killers because they are tough to deal with for complete newbies without any regard for their performance at high MMR and buff killers that are nearly unplayable at high MMR. This is the core reason why people complain about only seeing Huntress, Blight, Nurse and Spirit.
Thing is - there are probably a lot more low rank solo players than high MMR monsters. From a business standpoint, DbD has exploded in popularity since MMR (something like a 30-40% gain over this summer alone!).
We will have to see what the midpatch looks like.
We've actually been bleeding players since MMR was announced to be a permanent fixture in August 2021 and that's surprising considering the game was F2P on Steam in October.
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That's like....3 bloodwebs.
Incredible.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/296282/devs-can-you-look-into-swfs-at-high-level
You can't nerf high level SWFs without nerfing Nurse, Blight, Spirit and Billy
This guy really said they want to nerf Billy.
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@[Deleted User] said:
I can explain a bit why higher MMR types (like I assume myself to be, obviously can't know for certain) tend to dislike MMR. It also ties into your theory.
Your theory jives with what I tend to experience in terms of survivors matchmaking and what we know about DbD balance. Four good survivors (assuming no perk/item restrictions), will win in a blowout most of the time. But one or two bad survivors will lead to a 4k. When MMR first released, I escaped 20 something games in a row. I was being matched with people I knew had my experience level. Games weren't close. And then slowly I started to get matched with default clothing brand new players. This is in spite of not actually dying in a game. I'm suddenly being placed in matches I can't possibly escape outside of a miracle. And after I die a few times in these lobbies, I go back to 1000+ hr teammates.
This is a long way of saying, it isn't exactly enjoyable. The difficulty increase isn't organic on the survivor side. The killers aren't better in these games. I legit had a teammates with 1.4, 50, and 22 hrs the other day. I have 3600. It doesn't matter how good I am relative to the killer if my teammates just bought the game. But at least my escape rate is where it needs to be.
And on the killer side, I'm still not really losing games. Aside from the sweat level adjustment, public match survivors didn't suddenly become gods. The odd 2k here and there but nothing has really changed. I'm just seeing hackers on a near nightly basis when I play. That's been the biggest change along with the sweat level.
I'm 95% sure that the MMR system will toss you into 10 games where you get 4K'd and 10 where you 4 man escape because that's a 50% Kill Rate and is perfectly balanced to the devs.
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@Underdawg said:
Since we're sharing streamers and their thoughts on MMR, here is a timestamped 30 seconds that echo my thoughts on it.
If I don't, I lose.
I don't particularly enjoy losing, so I try my best to avoid that outcome. Sue me.
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Just one clip to update everyone.
https://youtu.be/OIomDVcBYuANemesis is back to how he was on release.
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@JawsIsTheNextKiller said:
High MMR is not supposed to be a goal. It seperates the good players from the average, and the average players from the bad. The devs do not want new killer players getting bullied into giving up the game.
Unfortunately, that will happen regardless.
The Devs have put themselves into a bit of a pickle here.
Currently, the system matches the Highest MMR Survivors with the Highest MMR Killers. We know that those Killers are quitting because queue times have gone up and because we see more complaints from Killers about imbalanced matches.
This causes the Highest MMR Survivors to play against Medium-High MMR Killers. These Killers realize they don't stand a chance and do one of three things. The least likely is to tough it out and get to the Highest Killer MMR. The second is they switch to play Survivor. The third is that they quit altogether.
This trickle down effect means that the Devs have one of three options. They can either A) Balance the game for the top % of players or B) Remove the MMR system entirely or C) Do nothing and watch the game wither.
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Yeah, it's pretty bad.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2656961#Comment_2656961
I'll answer this with a before and after.
Before - Maybe 2/3 to 3/4 of my matches were completely one sided stomps at the hands of survivor groups with thousands of more hours than me. I'd go multiple games without a kill (I think my record was 10, I may have made a thread about it way back when), and where I got 1 (or very occasionally 2), I had to sweat my butt off for it.
It was no fun. I felt entirely powerless and that my opponents were so far out of my league that I wasn't even learning anything.
Now - Maybe 3/5 of my games are pretty even. Sometimes I'll struggle for a kill, sometimes I'll 3-4k, but when this happens it feels like had I corrected some mistakes or they'd made more mistakes, I could have won. 1/5 are a bit too easy - usually a case of 1 crazy good survivor with 3 potatoes. I'll usually ease up. The final 1/5 are really sweaty, hard fought games where I was just simply outclassed. Usually this is a case of SBMM pooping itself - I'm guessing due to lobby dodges, long queues on someone's end, maybe simple maintenance of the system or the occasional possible smurfs.
It's fun. I feel like I have the power to win matches I lost by simply improving, and I actively learn from those games.
Did that make sense?
Yes, it did.
High MMR is basically your first paragraph. Except, you can't improve anymore. Sure, there might be tiny things you can correct, but at a certain point, your own skill no longer matters. You can only win if the other team messes up. You will almost exclusively see 4-man's, because anything less will get slaughtered. You will see the same 7 perks every match. Your build will look the same.
Sure, the novelty of it might keep you satiated for a while, but eventually, you'll release high MMR gameplay is dreadfully one-sided, boring and unfun. Not because of winning or losing, but because your ability to play the game is limited by the imbalance of it.
For example, here's a match I recently played. I was running PGTW, No Way Out, NOED and BBQ. I'm on Mother's Dwelling and it takes me about 20 seconds to find a Survivor. They start running and it takes another 15 for me to hit them. They run to a loop, I mindgame them, they DH to the pallet and I break it. I manage to catch up to and down them in 35 seconds. Takes me 10 seconds to get to a hook. 2 gens pop. I look around on BBQ and see someone else on a gen. I make my way to them. Halfway there, that gen pops.
The issue with high MMR is that the most fun part of the game will lose you the game.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2656953#Comment_2656953
Working on it!
I'd love to see my own MMR, but on my Hag, Cenobite and Demo, I'm confident that I'm at least high-intermediate. I'm mostly facing players with 400-800 hours (on the profiles I can see) and a good amount of SWFs. As a sub-300 hour player, I'm quite happy with this.
But...what exactly is untrue there? I'm sure that from the perspective of a high MMR killer, the game is a bit less fun - as you'll be playing very sweaty to get wins. But...that's the nature of high MMR.
It isn't about winning.
To get to my point, allow me to ask you a question. What do you find enjoyable about playing Killer and what do you find unenjoyable?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2656948#Comment_2656948
Survivor is...tricky. You are going to see a lot more 'churn' because it's not just your MMR, it's the MMR of your teammates, how well you work together, whether one of you is slacking off, being selfish or even sandbagging.
What I'd love is for someone to have noted down maybe 100 matches before SBMM and after SBMM from a solo survivor POV, regarding what happened.
SBMM absolutely does have it's quirks. Especially with how long survivor queues can get at some points of the day (my record is 12 minutes!) you may wind up with all sorts. Similarly, low MMR survivor can also have long queues...but so can high MMR survivor. This means that sometimes you get the absurd games where 2 survivors are insanely good, one is intermediate and one is a complete newbie - up against a pretty decent killer.
I'm...not sure how to fix that aside from getting more people to play killer.
It feels worse or at best, the exact same as the rank system.
A totally mixed bag. I'm pretty sure that if you win X amount of matches in a row, the system actively tries to sabotage you as well.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2656875#Comment_2656875
I don't even know that much.
Watching Otz's streams, there are plenty of people saying the game has become better.
The reason (I suspect) that high MMR people dislike it is that they are experiencing way more losses than they were before. Ranks, with zero killer matchmaking protections, meant that if you were decently good, you'd be constantly getting matched against people a lot worse than you.
Now...not so much.
The only definitive point Otz made is that there seem to be a lot more hackers, but even he pointed out that this may be because he's getting a lot more matches in a high MMR range where hackers are more prevalent.
No idea why the OP had to lie to make his point tbh.
That's very untrue in my experience.
I invite you to try to get to high MMR and continue to play there for months on end.
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I'm probably low MMR as Survivor and I've seen zero improvements personally.
It's the same thing every single game.
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Disagree
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2655859#Comment_2655859
You should play both killer and survivor to get rid of your "us vs them" mentality.
Okay but there seriously isn't a reason for the add-on to be locked for Killers.
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It's good on Console because it freezes people's games when you get hit.
The ethics of this are....questionable.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2655801#Comment_2655801
I'm done with this discussion- wait no let me comment just once more, oh just one more time, oh and again something entirely unrelated-
Oh, no, I'm watching this and observing.
I was just done actively participating in the topic discussion and rather chose to comment something rather lighthearted.
Apparently, that was a mistake. I shall refrain from doing so in the future.
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@Rizzo said:
Just a quick reminder to keep this a conversation and not a fight, let's stay civil, we can have different opinions, but there is no need to attack one another.
I respect the attempt to keep civility, but I'm afraid you're fighting a losing battle.
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@M1MASTER said:
The plan is the good old "go play something else".
Remember when the devs said they were gonna use MMR to make "more meaningful balance decisions"?
Yeah guess what happened? They removed Deathslinger from the game and nerfed Wraith's base kit...
Boons are a dumb one sided mechanic that only exists because they desperatedly need to come up with new perks every 3 months.
DBD isn't even much of a game anymore; it's a glorified shop where making stuff to sell is much more important than how the game plays.
I don't want this to turn into a Survivor v Killer thing. Both sides are miserable at high levels
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2655752#Comment_2655752
*asks question
*gets answer which has been said time and time again in the thread
*begins to discuss it before backtracking and removing comment
https://us.v-cdn.net/6030815/uploads/3F79YE6LQC0S/polish-20211123-103520878.jpg
Oh, apologies.
I thought you responded to my comment which specifically said I wasn't interested in discussing it.
And yes, I did edit it, because I thought better of it.
No point in arguing when there is no reasonable expectation of changing someone's mind.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2655728#Comment_2655728
The fact that the majority of PoC people I know see it as literal black face I don't see any reason to keep it than to appease some folk who want to fight some useless skin that is better off forgotten about.
It's crazy to me how you can have dozens and dozens of PoC telling you this is wrong and you still have to argue because you just don't understand.
What an embarrassment this community is.
I'm shutting this down now. I'm simply not interested in arguing over this.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2655729#Comment_2655729
If people perceive it so, I'm not going to invalidate their feelings and experiences by waving a dictionary in their face.
I think we clearly disagree here. Happy to keep this civil and end it now.
Appreciate the debate.
Same, appreciate it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2655728#Comment_2655728
How many times do we need to sya that taking away this tool makes them have to stop or become explicit about it, one of which decreases racist activity and one of which increases clear racist activity leading to a large number of bans leading to decreased racist activity.
I'm not interested in discussing this. I said that.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2655708#Comment_2655708
That's personally what makes me uncomfortable as an argument. "The majority think its fine, so who cares about the minority it upsets or offends". That's not a society or opinion that sits well with me, especially when its over a video game cosmetic (and not something more serious).
And if it is upsetting to anyone I fully understand the context of why. Therefore if it was removed it would absolutely help, in that it would stop those feelings and show a bit of sensitivity.
I'm not getting into the debate of what is and isn't technically blackface, because that's irrelevant if it causes (understandably), the same level of upset.
Not having a go, don't misunderstand. Just my opinion.
It does matter if it is or isn't.
But I'm really not interested in participating in something so charged.

