Reinami
Reinami
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- Reinami
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@General_Verdacht said:
if thats true, so how could they implement it on the ptb servers?
wasn't that a licence issue then?
Most likely the license holder realized people were memeing about "AND I CAME" and didn't like it, so asked BHVR to pull the lines.
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@th3 said:
If the box reaches the yellow state then it tends to crash the killer. From what I've seen, so I've been kidnapping the box.
What is the "yellow state" ?
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@CornHub said:
I want answers. The devs have shown they aren't afraid of handing out nerfs & reworking killers yet people believe they're hesitant to touch spirit, why? Am I supposed to believe the devs are willing to kill their game over a killer supposedly having no counterplay?
What's more likely, some people are getting outplayed by a killer or the devs have some secret pro-Spirit agenda & most of them are collaborating to prevent any change to her kit?
The same reason they can't nerf nurse. There are only 2 (maybe 3) viable killers at top level play. Until they fix top level play, they can't nerf her, because when SBMM comes out the top players need more than 1 killer to go against every game.
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@Digwiid said:
Ruin doesn't regress the blocked gen though, but it's good info on what to patrol.
You'd be better off with tinkerer with ruin since it actually let's you stop the gen from popping.
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@Mandy said:
We cannot comment further on this I'm afraid.
Can you at least clarify if the audio is coming back or not? We can understand the reasons maybe you can't talk about why, but just if it is coming back at all? In the patch notes it is implied that it is a technical issue, not necessarily an issue that would prevent them from ever coming back. People could still theoretically be buying the DLC without knowing that the sounds are never coming back.
Just a simple: "They aren't coming back, they are coming back, or I don't know and will follow up when i do know" would suffice.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2478578#Comment_2478578
I will believe it when I see it, personally. But I have no issue with it. I prefer top down balancing.
True, but it does go directly against what they have said in the past. The reality is SBMM will force them to do it, or the game will eventually die. Top tier players will get tired of playing as and against nurse every game eventually.
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@NemIsLive said:
MandyTalks says they can't comment further on it, meaning there's a liscensing issue.
Pinhead is voiceless forever?
They probably aren't coming back:
@Emeal said:
Changes from PTB: https://forum.deadbydaylight.com/en/kb/articles/294-5-2-0-hellraiser#:~:text=Changes%20from%20PTB,the%20audio%20files.
The Cenobite's voice over lines have been removed due to complications with the audio files.
If there is an error, that is fine.
So those voice lines will get re-enabled once to complications has been fixed, Right?
Will it get restored? I sure hope so, else it would be pretty bad.
EDIT:
Is it because you don't have any support for changing Power Voice Lines for Cosmetics? Since Pinhead comes with Chatterer and Chatterer dont speak. Is it because you could not find a way to disable the speech in time?
My guess is the license holder didn't like the jokes and said they had to take the audio out.
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@ThiccBudhha said:
That is not necessarily a contradiction. There is no "gotcha" moment here. Yes, yes they wanted to add skill based matchmaking and yes they do not want to balance top down. Rofl.
That's not necessarily true anymore. They said in the announcement of it that they would be using the new data they get to help them make balancing decisions based on how things perform among the top players.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/UNHQEVG6RSDH/announcement.png
We’re back with another Developer Update, a series of posts where we go into detail on some upcoming changes to Dead by Daylight.
https://us.v-cdn.net/6030815/uploads/4F9G1UACUU7X/matchmaking.png
Skill-Based Matchmaking
For a while now, we’ve been running tests for the Skill-Based Matchmaking (SBMM) system—which uses ratings to match you with other players rather than ranks. Each Killer you play has a separate rating, allowing you to play each Killer at a level you're comfortable at. The most recent test exceeded our expectations, and we’ll be rolling the system out indefinitely with the 5.2.0 update.
The most recent SBMM test resulted in fairer matches across the board for players of all skill levels, especially low-to-mid skilled players. High skill players would see the most variance in their matches due to the low number of players with high ratings (it’s lonely at the top!), though their matches would still be more consistent compared to Rank-Based Matchmaking.
During peak hours, 99% of matches formed were what we consider reasonably balanced, with your odds of escaping or killing a Survivor varying within +/- 25% of the average. Better yet, 75% of matches fell within a +/- 5% chance. This is a huge step up from Rank-Based Matchmaking where 99% of matches saw a 45% variation, and 75% of matches saw a 25% variation.
Additionally, while matches were fairer, matchmaking times remained the same.
SBMM will also allow us to collect more detailed statistics for our design team to work with (e.g. seeing how a perk or power performs among the top 5% of players). This data will allow us to make more meaningful tweaks and balance decisions in the future.
https://us.v-cdn.net/6030815/uploads/CCI4ZORSELMO/grades.png
Rank Changes & Rewards
You may be wondering: With Skill-Based Matchmaking enabled full-time, what will happen to ranks?
Ranks will become Grades and feature all new icons, ranging from Ash to Iridescent. You can increase your grade by earning pips just like before, though there’s now a limit to how many pips you can lose.
On the 13th of each month, grades reset to Ash IV (the lowest grade) and you’ll receive up to 250,000 Bloodpoints depending on how far you’ve managed to climb. You’ll be rewarded for each role separately, so playing both sides can reap double the rewards.
https://us.v-cdn.net/6030815/uploads/PE5JCRZ8VW3G/cenobite.png
The Cenobite
We’re thrilled to see so much excitement for The Cenobite on the Player Test Build (PTB), and we’ve been watching (and reading) for feedback very closely. That said, we’ve made some changes between the PTB and the release. Please note that this is by no means final; we’ll continue to monitor his performance as we do with all new Killers and do some fine tuning once everything has settled.
First, we’ve polished the way chains spawn to make them perform more consistently. We’ve fixed an issue which could cause chains to spawn behind obstacles and corners and immediately break as soon as they would connect. Additionally, if a chain fails to spawn (i.e., there is no suitable place to spawn the chain), the system will now attempt to spawn another chain much sooner. Finally, if a chain is broken by the environment or The Cenobite himself, a new chain will spawn considerably faster than before. These changes will make chains much more effective in tight areas with lots of obstacles.
We’ve also simplified the way the chain hunt works. On the PTB, the number of chains that spawn during the hunt would depend on the number of Survivors remaining. Instead, the hunt will now always spawn a cluster of 3 chains (with each chain appearing 3 seconds apart) with an increasing interval between clusters based on the remaining Survivors. This will keep the hunt feeling meaningful without getting out of hand as Survivors die.
Finally, deciding when to solve the Lament Configuration is something we want to leave up to you, but keeping it forever shouldn’t be ideal. In the PTB, the Survivor carrying the box would have a chain spawn and attempt to latch onto them every few seconds while they were interacting with something. This would slow your progress down, but could be a worthwhile tradeoff for preventing chain hunts entirely. We’re changing the Lament Configuration to only pause the timers of the other Survivors, but not the carrier. This means if the person holding the box neglects it for too long, a chain hunt will start for them only. This chain hunt is in addition to the occasional chains that spawn while interacting with something, making it very difficult to ignore.
We’ve got a few more changes to get through, so lightning round:
- Tweaked gateway placement to be easier on maps with multiple floors – This’ll prevent cases where you look ever so slightly down and end up accidentally placing your gateway on the floor below
- Added a brief immunity period to chains after being unhooked (3 seconds) – This will prevent a Survivor who was just unhooked from being chained before they can move
- Added a maximum control time for gateways (6 seconds) – The Cenobite’s power is meant to be fast paced and used in a chase, not to be placed somewhere and wait
- Added a brief cooldown to the solve interaction to prevent spamming (1 second) – Spamming the interaction would give the Killer way too many notifications
- Increased Bloodpoints for The Cenobite’s scoring event across the board – Bloodpoint earnings were lower than anticipated in the PTB
As always, we’ll continue to monitor The Cenobite’s performance over the next few months to determine if further changes are necessary.
https://us.v-cdn.net/6030815/uploads/CSYQOG9G6OS7/performance.png
Performance
Before we sign off, we wanted to take a moment to reassure you that the team is still actively working on various performance issues affecting some platforms. Each bug needs to be investigated and fixed separately, but we are aiming to have fixes for some of the remaining issues over the next few updates. The first of these fixes will appear in the 5.2.0 update, which will address hitches when using Dead Hard, powering a generator, or healing a Survivor. Rest assured that we have not forgotten or moved on, smooth performance is still a priority for us.
With that, we’ve reached the end of the Developer Update. We look forward to hearing what you think of these changes.
The Dead by Daylight team
SBMM will also allow us to collect more detailed statistics for our design team to work with (e.g. seeing how a perk or power performs among the top 5% of players). This data will allow us to make more meaningful tweaks and balance decisions in the future.
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@Emeal said:
Changes from PTB: https://forum.deadbydaylight.com/en/kb/articles/294-5-2-0-hellraiser#:~:text=Changes%20from%20PTB,the%20audio%20files.
The Cenobite's voice over lines have been removed due to complications with the audio files.
If there is an error, that is fine.
So those voice lines will get re-enabled once to complications has been fixed, Right?
Will it get restored? I sure hope so, else it would be pretty bad.
EDIT:
Is it because you don't have any support for changing Power Voice Lines for Cosmetics? Since Pinhead comes with Chatterer and Chatterer dont speak. Is it because you could not find a way to disable the speech in time?
@Mandy said:
We cannot comment further on this I'm afraid.
License holders didn't like the joke. It's gone.
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@Mat_Sella said:
Killers tell survivors to do bones and now that it comes with a benefit its a problem?
I think the problem is time. Survivors have more time to find and do a totem and have many ways to locate it. Killers can't easily spend time to walk to a part of the map where there isn't a gen and look for a totem (assuming you have to look for them).
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2478044#Comment_2478044
Again, money. They've set a precedent now. Doubt they could make do on only three paychecks a year instead of four.
They don't even need to do it every year. If they just spent one chapter to fix things that alone would help significantly.
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@Morpheus_7_ said:
finally the de-rank has been disabled !!! this is wonderful!
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2477899#Comment_2477899
the way i understand it you can't artificially lower your rank/grad anymore to be matched with weaker players
@Sypherpathic said:
Please read the developer notes.
SBMMR is NOT linked to grades. Grades replaced ranks. Yes, it will be harder to move down in grade, but it's a completely different system.
As this person said, it isn't tied to matchmaking. In fact, this actually does the opposite and encourages you to throw games. Because you can't "degrade" and miss out on potential bloodpoints at the end of the month from being the new equivalent to "rank 1". You can just throw a bunch of matches once it gets hard to start getting matched with lower skill players to continue ranking up.
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@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2475079#Comment_2475079
See the problem with this is you are acting like every game is a 4 man swf on comms but in reality the vast majority of games is solo survivor and in those cases you have to bring the best perks to ensure your survival and your survival alone because you are not in an swf. Perks that help with totems are sub optimal for solo surviors.
You don't need a 4 man SWF on coms to do 5 totems. You literally have 16 perks among you, just be the 1 guy who brings the totem one and say you are in chat? My standard SOLO QUEUE RED RANK survivor build that i pip with probably 80% of the time is:
- Windows of Opportunity, because i don't know which pallets are up since i'm not on coms.
- Kindred, because i'm not on coms so i can't communicate when they killer is camping or know when the rest of my team is going for a save.
Then depending on the item i bring, i'll run some perk combo like:
- Inner Strength + small game (to counter totems and NOED)
- Detectives Hunch + Iron will
- Counterforce + OOO (if i want to get chased)
- Any other 2 (if i run a map)
The only time i don't pip, is when i get facecamped as the first survivor hooked, which happens rarely but does happen and is its own problem that should be dealt with. Generally i'll hop on the first gen i see, do a quick look for a totem nearby (especially if i have small game + inner strength for a heal later). Then after the first 2-3 gens, i go on totem duty, then if i haven't been hooked i'll go aggro the killer, or if i have been hooked i'll play it safe and do some gens/play more support.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/2475079#Comment_2475079
You are going by the assumption that everyone plays in a full premade SWF, which is false. As a single player, I might have no concern into sacrificing one of the perks I'd rather use for something to counter a (noob) perk that the killer might be using. The thing is there should be a totem counter, at all times, that warns ALL of the survivors about the totems that are still uncleansed. And that should not be dependant on a perk that nobody will ever use, as BHVR did. But I guess survivors could just tell you the same, right? Why did DS need to be nerfed, when you can
JUST
EAT
IT
?
I was happy about the nerf, as someone who USED to play both roles (because I hardly play DbD anymore, as of now). Still, there's just that. If something has a "easy" solution, it doesn't meant that it has to remain as it is. Doesn't make it any less undeserved, any less cheap.
Anyway, this game is hardly balanced around anything, while being quite unbalanced on lots of thins, actually. I can't seriously, for the life of me, understand people that are so devoted to defending cheap things like Spirit, NoeD, SWF, broken perk combos. There's always an excuse, yet ver few people openly admit that they wouldn't be able to do a thing without said things, be it win against a full SWF, against 4 solos or 4 afk bots on easy mode.
You don't need a SWF to say in chat "hey someone run a perk for totems".
I will agree with you though, that they should have made the totem counter just default part of the UI.
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@Aven_Fallen said:
Every second you are searching for Dull Totems, you are not on a Gen. And searching and cleansing Dull Totems does exactly nothing to win the game for you. In fact, it can even lose you the game, because while you do nothing but searching for Totems, your team might be dying and not having any pressure at all, because at least one person is running around doing "nothing".
Just for the chance that the Killer might have NOED. It is wasted time if he does not have it. And also wasted time if you dont complete all Generators (most likely because players are not efficient aka working on Gens).
Let alone, if you cleanse 1 Totem, you did exactly nothing to prevent NOED. Even if you cleansed 4 Totems, you did not prevent NOED, it is only prevented when you know that 5 Totems are cleansed. (And if 4 Totems are cleansed, you can be sure that the last Totem is the most hidden thing in the game...)
Correct, read my post above. NOED by it's design is to exist as a threat to have survivors do something besides slam generators as hard as possible.
To be honest this whole thing is compounded by survivors thinking they have to escape to win or killers thinking they have to kill to win. You realize that dull totems give you objective points right? You can do 0 generators, all 5 totems, die, and still pip if you do decent in chases and help your teammates. Just as a killer can get a 4k and still depip if they camped the whole game.
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@Damarus said:
We're getting to 2022 in a couple months and the "do bones" catchphrase is still a thing? People RIGHTFULLY complain about a perk such as that one because it is broken in what it does, not in HOW it does it. Can't believe I still have to go through this, but here we are:
First and foremost, cleansing totems takes away 14 seconds each, assuming you didn't bring in Counterforce. Which is, you know, a perk slot for the chance of a (bad) player having NoeD. But that's fine, I guess. Whatever the case, you will still be using ample time ONLY for totems, which will be fatal to you and your teammates, if they are the usual incompetent randoms you can find out there. If you don't bring in that perk, however, and you don't play in a full SWF, you have no way of knowing how many totems have already been cleansed from someone other than yourself, which means more wasted time. You need to look for totems, cleanse them, try to survive AND hope your teammates do them as well. All of this leaving potential godly hidden spawns and perks like TotH aside. If you don't get to cleanse even a SINGLE dull totem, however, the killer gains a upper hand that he DID NOT deserve. He will now move faster (especially overkill on some already easy picks like Spirit and Billy) and instadown. Rewarding failure, that's what NoeD does. And unless you would like to see a perk that automatically spawns the hatch onto the last survivor, or another perk that gives survivors double the speed boost you get from Sprint Burst if the killer damages two gens, I don't see why we're still talking about the same things over and over and over again.
Correct, this is literally the point of NOED. In high level play, the chase to gen speed ratio is heavily in favor of survivors. This game is balanced around the idea that survivors are scared of the big bad killer, are scared to do gens, sneak around, loot chests, and do totems. As soon as survivors realize they don't have to roleplay that, balance goes out the window. NOED exists as a way to FORCE survivors to do another objective besides slam generators as fast as possible.
Look at it this way, if you want, i can show you the math. But if a survivor does nothing but hold w, uses no pallets, no windows, no mindgames, no nothing, just pure simple shift + w, it will take the killer 47 seconds to down that survivor. Factor in the time it took to find them, pick them up, find a hook, walk to the hook, and hook them. You probably just took around 65-70 seconds. Generators take 80 seconds. You literally can't end chases fast enough. Now factor in pallets, and windows, and tons of second chance perks.
NOED exists as a threat so survivors need to take a pause on slamming those generators to look for totems and do them. If they don't, they run the risk of NOED. This is the nature of it existing. It is the killer version of DS or BT. Killers basically have to assume a survivor is running DS, or the one who just got unhooked has BT. The power of DS isn't in actually running the perk, it is just the fact that the perk exists. The same is true for NOED.
Survivors have 16 perks among them, all it takes is for 1 of you to dedicate a slot for finding totems and to have 1 of you prioritize doing those totems in the early to mid game. 1 survivor, not 4, just 1, 1 perk slot. You don't even need to dedicate a perk slot if you don't want, you can use a map. Hell, you could also run inner strength, so you can also get a free heal as well.
Point being.
JUST
DO
BONES
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@CornHub said:
Which begs the question, will they finally break the cycle of relatively attractive female characters or will she "woman but she kills people" #5? I'm hopeful we'll get something different this time around.
Yeah, Hag, Pig, Plague and Charlotte are the most attractive females ever conceived.
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@KweenPlease said:
It's the only objective and priority unless you are running a hex.
The objective of the game is " do gens as much and as fast as you can before killer chases you off because you've got limited chances / hooks. "
With it being the ONLY thing to do, are survivors just supposed to stand or walk around for 3 minutes after every gen? Like what the heck do you want? Make it make sense.
Anyway SBMM should put you with people who you should be able to handle who are on your level once everyone is leveled out where they should be. Yet everyone wants to complain about something that is literally helping game health.
People like you who say "It's the only objective" are probably the same ones that complain about NOED.
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@Kio1ku said:
Not sure if I posted this thread for a suggestion in the right section, but I just wanted to post a chapter DLC suggestion for an X-Files crossover dlc. If the respective copyright owners of the X-Files agreed to license it, I would love to see an X-Files DLC that features Fox Mulder and Dana Scully as playable survivors.😝
Could be interesting. Lots of potential killers there too. Might be interesting to see like Eugene Victor Tooms or something iconic from the series.
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@fogdonkey said:
Maybe there is no win condition. Only some meter which tells if you played good or ######### based on the match expectations (ratings of the others). Probably similar to emblems, but probably calculated and weighted differently. Maybe they say it is complex, because it is done using machine learning and it is not 100% clear what inputs exactly affect the end result. Your rating is adjusted based on it. Then the system uses these ratings to create matches which with high probability result in 2k-2e. The system uses some machine learning which tells what ratings result in most likely 2k-2e.
TLDR: there is no exact win condition, but it is still possible to create balanced matches.
As someone who works in machine learning, this could very well be the case. You often don't always know exactly why stuff happens its the nature of the space. However, if this were the case, they could simply tell us that they are using machine learning to determine how well someone played during a match. This would be enough i think for people to be ok with not knowing exactly why.
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@Mistikus said:
skilled players would know what to do to keep thet mmr low for weaker killers
While i do think they should talk about some of the factors. Here is a hypothetical scenario.
Imagine if the system took into account, how many chases you got in. Well, you could just chase a survivor, look away, drop chase, chase the survivor, rinse and repeat, until you end up in 100 chases. If this was weighted enough, you could in theory "win" a game, by just doing this over and over again.
So because of that, they don't want to say. I do think they should at least give a rough idea though, and i'd hope that such a system would have diminishing returns on each piece so that you had to perform well overall rather than in just one category.
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@Bennett_They1Them said:
- Contaminated Survivors are zombie beacons (zombies have extended detection for the infected). Additionally, zombies move Tier X 10% faster towards contaminated survivors.
- Zombies spawn based on your tier (tier 1 = 3 zombies, 2 = 4, 3 =5)
- Maybe adding a Lctrl ability that acts as a zombie beacon for a limited amount of time?
maybe addons that introduce different types of zombies?
thoughts?
Note: I'd like to say I don't have any issues with Nemesis as is, I'm just curious if people think this may improve how strategic playing as him could be, since zombie usefulness seems like it isn't something to work with, but more so work around. I'm not sure.
The only thing he really needs is:
- Fix zombie AI, they get stuck walking in place so often.
- Make it so when you infect a survivor they don't get a sprint burst.
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@TwitchyMike said:
There really isn't a way to counter it unless they drastically change the way the game is played. (AKA making the game mechanics for killer and killer perks based off of the fact that survivors are SWF)
I love Solo Q and SWF but unfortunately they're completely different experiences. I know this is a discussion that gets talked about a lot but just thought I'd put my $0.02 in.
The problem is simply this. The devs designed the game in such a way that having information, or rather lack of information, is a game mechanic. How many survivor perks simply tell you where your teammates are? Because of this, SWF, by the sheer fact that they are in discord together get around 40+ survivor perks for free and many other benefits that don't exist in perk form.
This is because the devs never want to address problems on a systemic level, they only ever introduce perks to deal with it.
Tired of getting tunneled? Run BT/DS
Tired of getting slugged? Run UB
Tired of getting gen rushed? Run some gen slowdown
Tired of keys? Run Franklins
Tired of not knowing what pallets your teammates used? Run Windows of Opportunity
Tired of your totems getting cleansed too fast? Run Hex: Undying
See the problem? Instead of addressing some of these problems, they just introduce perks to deal with it. The problem is, some of these like camping, tunneling, the gen to chase time ratio, keys, information about teammates, are all important things that should be dealt with on a systemic level, otherwise you have to run the perks to deal with them. And there are way more systemic problems than there are perks. This is why every survivor generally runs the same 10 or so perks and every killer runs the same 15 or so perks. Every other perk doesn't fix these systemic problems.
What they need to do, is address these things as part of the game itself (not perks) and then nerf or rework the perks that deal with them so that we can have true perk diversity.
Imagine a world where solo queue survivors just had permanent global "bond" in effect (and blindness didn't exist). Imagine a world where kindred was base kit. Imagine a world where the game was slowed down a bit and you didn't have to run 3 gen slowdown perks just to keep up. Imagine a world where tunneling or camping wasn't effective.
Once you do those types of things, and "Buff" solo queue, you can now buff killers to compensate and this will finally "nerf" SWF. Because if all survivors knew everything every other survivor was doing by default, it would "nerf" SWF in discord.
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@MissKitty95 said:
Am I the only one getting bored of corrupt, ruin & undying ?
ever single game it’s the same stuff ZzzzZzzz which YouTube or streamer put this out and now everyone and there nan is running it
i would like to say thank you you’ve just made the game even more of a snore fest
Both sides each have like 10-15 good perks. What do you expect?
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@FancyMrB said:
Happy Monday ♡
Pick any killer you like and what perk you feel pairs best with them! It doesn't have to be their own teachable perks btw. It can be any perk you feel compliments their power nicely.
For example, I think Hag's perfect perk is Make Your Choice. If you can id the scream of the survivor and have set your net nicely you can really snow ball quickly with MYC ^^
Let's hear yours!
Nurse and Lethal Pursuer. Always nice to land the first hit 10 seconds into the match.
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@Gamergirl69OWO said:
title
Against average solo survivors it is too oppressive. Against organized SWF kill squads it is basically required so as not to lose the game in 2 minutes.
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@tommy_n8 said:
Is anyone else on any platforms having rubberband issues? I recently upgraded to PS5 and omg the game is so much better in terms of smoothness and graphics and frames. Exhaustion perks work without freezing, it's a stunning experience for the most part. But now all of a sudden I keep randomly getting really bad rubberbanding and lag. Like killers and survivors just jumping all over the map.
My internet is absolutely fine so I am stuck as to what's wrong. Is this a server issue? I'm UK. Let me know if you are having any issues.
Its super obvious when i play survivor as i run kindred basically 100% of the time. I'll often see people or the killer running and then all of the sudden they jump forward or back like several meters away.
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@TGB said:
And the queue times certainly reflect the high demand for the role......
Whether it's the hatred of basically every map in the game, from maps where every tile is LT, double LT, or cabin, or maps where there's probably actually 40+ windows, or maps where every gen is totally safe and inside a house, 2nd floor or basement... i.e. MAPS that just feel like an auto-loss...
Or games that are going fine, struggle on both sides, then BAM, all of a sudden everyone escapes. Guess they had a key, maybe even found it in a chest...
And god forbid simply going against good Survivors, rather than Survivors that run into you all game because they don't know what a terror radius is... And feeling the sheer helplessness of an actual 4v1 video game...
It's just not fun anymore...
And don't say something like, "Take a break," or, "Then play something else."
These types of responses don't properly bring attention to the game's legitimate issues. Because like I said, the fact that Killer queues are instant 24 hours a day really speaks volumes. In a game where you need 4 times as many Survivors, but there are always enough to instantly fill a lobby...
Please just... stop... being dumb with this game...
I hear Civilization is good.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2462394#Comment_2462394
I don't think it would nerf them too much personally especially not Nurse tbh. I don't really know how much of a difference it would make, things like NOED not working on their "power hits" would probably be the biggest thing.
So many perks require basic attack activation that work decently on nurse. If it was changed then every nurse would run Ruin + Undying + Tinkerer because there wouldn't be a point to run anything else. As it stands, there are like 20 good perks for killer, maybe.
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@Duke_Ragereaver said:
https://forum.deadbydaylight.com/en/discussion/comment/2462814#Comment_2462814
honestly i agree, maybe a secondary way to trigger it?
It doesn't need that. Instead of it requiring a full heal, it should just be: "Heal another survivor one health state" that way if you come in halfway, you still activate it.
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@Zozzy said:
And then you get 5 RPD offerings in a row.
That's easy to deal with. If someone burns haddonfield or RPD offerings they obviously don't want anyone to have any fun. So i just facecamp them.
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@Sonzaishinai said:
Just a button that at the end of the game puts you back in a lobby with the same players who also want a rematch.
Could solve some of the lobby wait time issues.
Only if i could switch killers. Would be nice to rematch the #########-talking teabaggers that beat me after i play legion and see what they think of my 1.8k hour nurse.
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@GenJockeyNance said:
Are you not supposed to bring a perk like Balanced Landing to get the challenge done or? I've jumped off plenty of heights and should have completed the challenge by now but it still has 1/6.
It works with balanced landing. But the problem is that you need to fall from a height that is higher up than the required height for balanced to activate. Just because balance activated doesn't mean it counted. Just burn a couple of haddonfield offerings and you'll get it done in a couple games.
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@danielmaster87 said:
Reflect on your mistakes and improve. If you can't do that, simply chalk it up to the game being stupid.
The problem is, as a killer, you can make 0 mistakes and still not get a single kill. This game requires survivors to make mistakes and for killers to capitalize on them. Good teams won't make mistakes and there is nothing you can do.
The exception to this of course is if you are playing nurse or spirit.
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@Msterflex said:
If they're polite they'll work gens but not run when I find them otherwise they flat out seek me out to die fast a possible lol
people really hate this map.
I've never seen happen this much
I do the same thing on that map that i do on haddonfield. I just find the first survivor and facecamp, because both maps are absolute trash and i want to end the game as fast as possible one way or another. If they are overly altruistic, i just down them all and end it. If they just do gens, then the game is done in 3 minutes.
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Make that 4 games in a row. Luckily i just tunneled and one of them had DS so i could get it with them.
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I guess comedy and sarcasm is missed on these forums.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2458976#Comment_2458976
It can be pretty hard to find all totems on some maps, especially on indoor maps without perks.
So bring a perk or a map to deal with it? You have 16 perks between you, you can't dedicate 1 of them to doing totems? Hell, bring Inner Strength so you can heal when you do them too.
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As someone who comes from fighting games. It makes a lot of sense. Generally you want the person doing the attacking to have a bit of leeway. It feels really bad when you have to be spot on and you just barely miss.
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@Omans said:
The bigger issue is matchmaking. So many killer players who should be purple or green rank, have ranked up to red and expect to hang with the good survivors because they have the red rank symbol next to their name. For real rank 1 red rank killers, the game is a breeze lately.
Red ranks is a joke on both sides. If you play enough, you will get red rank, it isn't a measure of skill.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2458113#Comment_2458113
Ah yes, it's ok if the game is unbalanced as long as it doesn't affect me!
Also this is a logical fallacy. You can balance a game for all skill levels in mind. for example:
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2458105#Comment_2458105
Yes, sure, let's balance for rank minus one, so no one else can bloody play anymore. Let's make that 70% an 80%!
Everyone knows Nurse is the hardest killer to play.
And she -still- performs just fine at 57%, winning more than losing.
For example, obviously the problem is gen speed to chase time ratio. But i wouldn't fix the problem by just blanket increasing gen speeds, or necessarily adding a second objective. I would start by fixing the "hold w" situation, and then making small adjustments from there.
For example: If you have a god tile that really good survivors can waste 60 seconds of a killers time at, you should nerf that loop. It isn't going to hurt low level players, because low level survivors don't have the ability to exploit that tile to it's fullest extent and generally get hit 15-20 seconds into the chase. Because of this, if you nerf the tile, you aren't really hurting them, the survivors that go down in 20 seconds are still going to go down.
Lastly, on the opposite end of the spectrum, camping is a serious problem for low level survivors. A facecamping bubba could easily get a 4k at low levels, but at high ranks, all it means is the killer gets 1 kill and survivors all escape, resulting in the killer depipping and 3 of the survivors pipping. As a result, camping (at least the facecamping variety) should be addressed in a systemic way, because it won't really have any impact on high level gameplay, and it would only improve low level gameplay.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2458105#Comment_2458105
Yes, sure, let's balance for rank minus one, so no one else can bloody play anymore. Let's make that 70% an 80%!
Everyone knows Nurse is the hardest killer to play.
And she -still- performs just fine at 57%, winning more than losing.
Ah yes, it's ok if the game is unbalanced as long as it doesn't affect me!
Also this is a logical fallacy. You can balance a game for all skill levels in mind. for example:
https://www.youtube.com/watch?v=X1p42KtZOCw&t=3m23s -
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2458092#Comment_2458092
I don't have a problem, therefor I must be bad?
Question mark?
Red rank killers touched almost 70% average kill rate with the latest data.
Proving my point more. Red ranks are basically meaningless. I'm talking about top tier players that would be like, rank -1.
The data that you are talking about also says that nurse is the worst killer in the game. Do you think that is true?
This data is obviously irrelevant. This says freddy is top tier killer and doc is next? Pig is top tier too? But nurse and blight are the worst ones in the game. Makes sense....
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2458062#Comment_2458062
That's all well and good, but you're also assuming the survivors have no trouble finding a trio of safe gens to do. Safe in terms of both the killer's location and proximity to other gens.
If all four survivors spawn together, at least one survivor has to move at least two gens further to avoid 3-genning, and all the while has to avoid drawing chase.
Yes, it's possible to lose 3 gens in one chase.
But that's not even close to the whole match, is it?
Your rank is still showing. Too bad your steam profile is private so i can't prove it. But i'd say you are playing at a lower level and don't encounter these problems. it is pretty known and obvious that at the highest levels survivors are OP and dead hard definitely contributes to that. When MMR got flipped on, i basically had to play nurse/spirit every game or i got destroyed by organized teams that would easily finish 3 gens in less than 2 minutes.
Unfortunate: https://dbd.onteh.net.au/playerstats/76561198019687649/
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@Kebek said:
So, nemesis is quite decent killer, nothing too strong but not really weak either. Probably won't get any balance changes for couple years if ever (at least not big ones unlike the few from the new PTB).
Buuut I consider him lacking in the thematic aspect of beiing THE NEMESIS, you know, the massive deadly mutated super soldier. His power imo isn't enough hard hitting when compared to other killers.
So even when it won't happen as devs would have to put more effort into him, how would you react to these changes.
- There are now 5 Mutation rate tiers. Tier 1,2 and 3 all stay the same but tier 4 decreases cooldown of tentacle attack by 25% and tier 5 allows you to do double damage on infected survivors (basically instadown).
- There are 2 additional vaccine boxes around the map and reaching tier 4 takes overall 21 mutation points and reaching tier 5 takes 30 mutation points.
- The 0,333s of tentacle attack's lingering are removed.
- Hindered effect caused by getting infected is buffed to 25% and lasts for 1,5s.
- Some adjustments to addons as usual.
Point of this isn't as much to make Nemesis better killer (even if that were to be the case) but to go harder on the theme of ever evolving mutant that is getting stronger the longer the match goes, eventually hitting breakpoint of beiing really overpowered (which won't happen in most games).
Besides, with the removal of lingering, his power would become significantly more jukeable so more skillful gameplay for both sides and more reward for nemesis landing and often using his power, same with punishment.
How would you like it ?
This is too much and actually requires work which BHVR won't do.
The only thing he really needs at this point is that the survivor doesn't get a speed boost when you infect them the first time.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2457819#Comment_2457819
Those 3 gens took 80 seconds, not 30.
And before you say 'that's just ignoring the factors that hinder your theory', that also applies to yours.
Again, your rank is showing.
How about some math shall we?
Imagine a scenario where a survivor hold w and runs in the opposite direction.
- They don't use pallets
- They don't use vaults
- They don't use perks.
- They don't try to mindgame
- They do nothing but hold w.
Doing so, will make it take 47 seconds for the killer to down the survivor. Now factor in finding the initial survivor, picking them up, walking to a hook, and hooking them, and you just spend around 60-70 seconds. By the time you can walk to any other gen, 80 seconds have just passed, you just lost 3 gens and got 1 hook.
Now let's factor in that the survivor can use pallets, and windows, and vaults (and yes the killer can use their power) but, even if the killer guesses right for both hits to do a mindgame, the survivor is still going to take at least 20 seconds for each hit. Dead hard, when used for distance, effectively gives you a third health state, meaning, even if the killer guesses right 3 times (even with them being 50/50s that is really unlikely) it will still take them 60 seconds to down the survivor. Again, factor in picking them up, hooking them, walking to a hook, finding the survivor etc.
When used correctly, dead hard is a third health state.
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@Sackboy123 said:
Got nothing against the perk, think it's quite neat especially to get the pressure going early. But what are you suppose to do when you spawn in a dead zone and the killer spawns near you too. Just had a game against a Blight and already getting rushed and whacked 2 seconds into the game, and because it's Blight I'm not making it to anywhere with a loop or window.
Ever since these map reworks dead zones are too common and because of this it gives little to no counterplay as soon as you spawn in so it's GG
Give me an unsafe Pallet over nothing anyday
For every game you get where this happens, there is another where a killer gets killer shack, into jungle gym into god pallet with the windows all facing each other. Map RNG is terrible.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2457691#Comment_2457691
If you get trounced that hard by one DH use, you weren't winning anyway.
Again, your rank is showing. If all 4 survivors split up on gens, a single dead hard buys 30 seconds and you lost 3 gens and didn't even get the down.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2457402#Comment_2457402
Yeah, it doesn't, -if you use it properly-. But doing so requires you to set it up and use it at the right moment, turning a 'press E to win' perk into a 'use it tactically to win' perk. That means you need to put in effort. Which means you earn it.
It is still by far the most powerful survivor perk in the game where one good use of it on a single survivor can win the entire game for the team. It needs to be dealt with.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2455661#Comment_2455661
And you miss the point.
The argument was that DH is unearned, that it rewards players for playing poorly. I point out that it doesn't, unless DH is used properly, which isn't some skill-less endeavour.
You missed the point.
You said it only gives you 2 extra seconds of chase, i'm saying it doesn't. It also isn't earned, because you get injured to get it, and it covers for your mistakes.
