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Rydog

Rydog

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  • @Siberia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369137#Comment_1369137

    Oh so it’s optional? If that’s the case, that’s fine :)

    Yeah, have fun with forever queues if you opt out of the thing that 99.9% of players will stay opted into. 🤣

  • "Pop culture horror figures."

    You mean like... Freddy Krueger and Michael Myers? 🤣

    Stuff like Slenderman and Five Nights at Freddy's are no different from this stuff! They are fictional horror creations that someone dreamed up and wrote stories about, and then they became popular. Yeah, they became popular in different mediums and at a different time than the movie slasher stuff, but so what? They're still horror, and they don't deserve to be dismissed just because they didn't start out in a movie. I wouldn't regard Five Nights at Freddy's any differently than I do Silent Hill, in terms of what's "appropriate" or not for DBD.

  • Some of my favorites:

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1366565#Comment_1366565

    How do we encourage killers not to camp? For example, if bbq n chili doesn't reveal anyone after a hook, why is a killer going to go across the map instead of sweeping the area around the hook?

    If survivors are playing overly altruistic, why would a killer try not to take advantage of that?

    The real answer is "You identify this problem and address it at the design stage," but oops, now it's been this way for four years, and no one internally has any strong reason to advocate for a fix. I can tell you with about 99% certainty that developers who have spent many many months or years knee-deep in their game routinely become myopic about major issues, because they cannot see beyond their own perspective. At this point, face-camping is just an institutionalized problem that there is no hope of ever changing, unless Behaviour takes external feedback seriously.

    I really don't know what the ideal, actionable solution is, outside of reimagining how the hide-and-seek game flow should look. I know that it can't be a post-game currency reward, it can't be specific to a perk or any other optional loadout item, and it has to be something so compelling that it overpowers any instinct to face-camp just to ruin someone's day and secure a single kill regardless of other mechanics.

  • Wat

  • @SansUndertale said:

    It's a legit strategy, sorry but that's the truth lol.

    This, in accordance with Behaviour's stance on the matter.

    @Dubvee5 said:

    I agree. Anyone who facecamps is a straight up loser. Scum of the earth.

    But also equally this.

  • First time I've ever seen anyone ask this on the forum. I'll have to think about it and get back to you.

  • @Meg_Survivor said:

    I just started playing DBD 2 weeks ago , How is everyone loving this game ?

    Welcome to the games and the forum!

    There are days when I really really don't like the game, but so far I think I still have more good experiences than bad ones. Never will you play a game created by a more active and simultaneously negligent developer.

  • @TheToyMaker said:

    yeah thats about it.

    Welcome to the DBD forums. You will never find a more wretched hive of scum and villainy. 😄

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1366565#Comment_1366565

    Here's the thing: there have been many, many mechanics proposed over the years to reward killers for not camping. From having hooked survivors suffer an interaction penalty, to speeding up the sacrifice process depending on the killer's distance to the hook. I myself have proposed mechanics to stop unsafe unhooks with a redefinition of what it means to unhook unsafely (unsafe unhooks being of the main reasons why camping works and a big problem when playing survivor).

    Every time, without fail, these suggestions were met with massive derision and opposition. Why? Because nobody actually gives a #########. They want the killer to be punished, so the killer should be punished, just like they want to unhook, so they should be able to unhook.

    I was even one of the supporters of the "have the sacrifice speed slowed down if the killer is near the hook" idea, thinking (naïvely) that there was no way survivors would abuse this and that they'd rush gens. The PTB sure showed me - survivors would rather troll the killer by forcing them into a lose-lose situation than just win the game outright. Then it hit me: no solution that depends on punishing the killer will work, because the killer is not the problem, the survivors are.

    You can argue with my conclusion as much as you want, but it's drawn from a very real example of survivors getting exactly what they asked for and abusing it to the detriment of the killer and the game as a whole and supported by four years of playing this game. You think it's not fun to hang on the hook for two minutes? Give it a try when it's four or even twenty (like the OP was suggesting with the 90% slowdown), all because your teammates won't win the game since they prefer trolling the killer.

    Yeah, I get it, and I certainly do not doubt you one bit.

    I really don't think punishing the killer is the way to go, either; the whole goal, to me, is to not hand a giant punishment to anyone, especially not one that the opposing side can just unilaterally control. I wish there were a way to deeply incentivize unhooks for the killer. There should ideally be something baked into the game that makes the killer want survivors to get unhooked, so they can go through three chases and three hook cycles apiece.

  • Imagine if there were some mechanic in Overwatch to make it so that one player just doesn't ever respawn. The person applying this mechanic doesn't get XP for the match -- but they don't care about this at all, and they do it anyway. Why would Overwatch's keep that mechanic in the game? Why would they ever introduce that mechanic and then defend it as a plus?

    There needs to be more of a deterrent to keep killers from doing this. Ideally, there needs to be a reason why killers would actively want survivors to be rescued so that they can be hooked three times. The fact that Behaviour can't figure this out is a big part of what drives new players away, and what pushes the game into this narrow meta that everyone constantly bitches about here, and what fuels all this political-party-esque toxicity between "killer mains" and "survivor mains." God damn, deal with it. This is your game. Get your house in order.

  • @GoshJosh said:

    After over three years and 2.3k+ hours, I have never felt more 'meh' about loading up and playing DbD. The amount of bugs that are introduced or never fixed, the player voices that go unheard or unaddressed about severe balance or gameplay issues, the list goes on...

    I know it's a different set of developers, but the below screenshot just about sums it up for me. Rather than doing something about the boring and hostage-esque face-camping of the game (which exists on all platforms), the mobile devs take the time to make this loading screen 'tip' - which gives credence to the gameplay style and basically says to let your teammate die. Don't be altruistic, don't give that player another chance inthe trial... let the killer set up a tent and get a free kill. Such a boring situation with little or no counterplay, when Borrowed Time doesn't trigger on half your killers now or Bubba/ranged/small heartbeat killers.

    Please make your game a more enjoyable and fair experience for all players.

    https://us.v-cdn.net/6030815/uploads/15JIB0M777NO/dbd-mobile-camping-prompt.jpg

    This IS pretty stupid. There might be a problem with your game, guys, if you are issuing a collective shrug at the idea that it's fine and even desirable for everyone to play around one person getting their game experience completely trampled on. And it's for no other reason than that the killer thinks it's funny, and decides it's OK to do it even though it flies in the face of the intended game flow and reward structure.

    Your game might have a problem here, Behaviour. I know it's competitive and adversarial, and that's cool, but we also all know this strays really far from how a match is supposed to play out. You're legitimizing it instead of addressing it, which seems to me that it means you're either out of ideas, or you just don't care. Neither of these endpoints is acceptable.

  • "they don't want players doing nothing during the struggle phase"

    One player doing nothing during the struggle phase is better than three players having their game tanked because the one player opted to disconnect.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/162599/easy-solution-to-hook-suicides

    They should just remove the struggle mechanic, as it solves this problem. Everyone already hates it and its pointless, its probably the worst part about playing survivor.

    This. Make struggling an automatic thing, and remove any option to give up. If you want to disconnect, then disconnect and take the penalty. If your teammates are being idiots, you won't have to wait that long for your game to end, and you might be surprised at the kinds of situations that can be salvaged.

  • Imagine believing that the game designers sit in a smoke-filled meeting room, fingers steepled, cackling about how they plan to proactively upset their player base.

  • @ytduh said:

    another twitch edition? nowdays any community having this type of transmitting

    your master not pleased with dlc so you pumping out and tagging devs

    i don't think one avobe average player's opinion matters much in this forum

    unless they watching his twitch and thinking deep into it

    Scott Jund is one of the most considerate and articulate high-level players, in terms of how he presents his criticisms. His ideas and suggestions don't come out of nowhere.

  • @LowSpecGamersMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362036#Comment_1362036

    yes! how did you find it? I searched under "my discussions" but its not listed there

    It is listed there. That's how I found it.

  • People seem to think he's OP because he makes their fallbacks less reliant.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361905#Comment_1361905

    How many games have you gone into where there is 15 survivors and not just 4? This doesnt say hit survivors 15 times, it says hit 15 survivors.

    Just throw them over the wall, there's a chance you'll hit a survivor in the next map over.

  • @GoodBoyKaru said:

    The game is fun and playable IMO and I enjoy playing as killer and survivor (usually, sometimes solo can be a bit cumbersome).

    For every past killer nerf there's a present survivor nerf (except nurse, she didn't deserve that). I'm sure I could think of 5 things more unfortuantely that choosing to play killer:

    -Dying

    -Your family dying

    -Being kidnapped

    -The world imploding and it being all your fault.

    -Becoming a criminal mastermind only to have to hurt your friends because they're trying to save you then you go and apologise to them but they shank you and you and them have an epic long battle that ends when one of you are dead.

    -Getting a chronic illness.

    I dunno dude, I think OP has a point. I can't see how any of that is possibly worse than a character getting nerfed in a video game.

  • For what it's worth, here's a spreadsheet that I made some time ago to calculate leveling costs. It is, in my experience, very accurate.

    For those wondering about the weird bolding at some levels, it's because this: It costs about 111k BP to get to level 8, plus about 250k BP apiece to get to 18, 27, 34, and 40. These are my milestones whenever I level a new character.

    DBD_LevelingCost.png


  • @Shivadeathkiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361415#Comment_1361415

    How does Nightmare bypass bt? Not arguing, just curious. I've never heard anyone say he can and I've never noticed on my own.

    Borrowed Time only triggers when you unhook a survivor in the killer's terror radius. If you are asleep, Nightmare does not project a terror radius to you (it's part of his power), and thus BT will not trigger if you unhook someone.

  • @kazakun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361692#Comment_1361692

    I'm kinda wishing I had bond for the healing challenge lol. My Dwight is only 25 and appears to have no items :/

    Only 5 levels to go for Bond, then. You're close!

    For what it's worth, these are the approximate costs of leveling a character, if you do it efficiently:

    • Level 1-15: About 282,000 BP
    • Level 15-40: About 780,000 BP (to go from 1-40 and unlock all teachables, it is roughly 1.1 million BP)
    • Level 40-50: About 500,000 BP
    • At Level 50, bloodwebs recycle infinitely, with BP values of ~110,000.

    Don't bother prestiging, unless you love the blood-soaked cosmetics or really want the achievements. It's REALLY wasteful, especially before you have everything unlocked. I would pick 1-2 survivors as your mains, and put all of your BP into them for full perk libraries and whatnot, plus whatever killers you are most interested in.

  • My advice is this, vaguely in this priority order (Cannibal first, then prioritize killer/survivor as you like). This gets you all the big "meta" perks.

    Killers:

    • Cannibal to 35 for Barbecue & Chili.
    • Clown to 40 for Pop Goes the Weasel.
    • Legion to 30 for Discordance.
    • Shape to 30 for Save the Best for Last.

    Survivors:

    • Dwight to 30 for Bond.
    • Jake to 30 for Iron Will.
    • Meg to 40 for Sprint Burst and Adrenaline.
    • Laurie to 40 for Decisive Strike.
    • David to 35 for Dead Hard.
    • Nancy to 40 for Inner Strength.
  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361654#Comment_1361654

    The devs released stats a few months ago but then procceeded to say that we SHOULDNT take conclusions from those stats. And now it is confusing that a dev is presenting one as an argument. I don't understand it. 🤔

    EDIT: I got intrigued why they cant show any further. I must be missing something...

    I mean, everybody is gonna draw conclusions, that can't be helped. But it's not like we don't already do that anyway. My best guess is that they're gun-shy about supplying players with evidence of this-or-that trend and then having to listen to them endlessly #########, and go SEE?????? I KNEW BEHAVIOUR [SOMETHING SOMETHING], LOOK AT THIS STATISTIC. 😄

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    My bigger question is around that philosophy -- why is that as much detail as you can go into on it? I don't mean you specifically, since that's obviously a bigger policy than just one person. But why doesn't Behaviour share those kinds of statistics more freely? It would be interesting!

    Like, I've heard you speak of how Self-Care has a high win rate, even in high ranks. Given how dim the view of that perk is here on this forum, I think it would be great to see quantifiable data that changes the overall thinking here, since we don't have the full picture and are just sitting here throwing darts at the wall half the time. I'm sitting here imagining -- what if, say, Wraith had a way higher kill rate than we think? Or what if Decisive Strike has a low win rate or something? This kind of data would be an awesome and fun window into your thinking when you make changes to the game.

  • General advice: Have some perspective. This is about one killer. You're going to have different issues versus different killers. I mentioned Plague and Doctor up above, but the bigger picture is that different killers are going to attack different parts of the survivors' game plan. If your entire skill set revolves around one or two very specific items or perks, sooner or later you're going to face something that directly counters what you're doing. That's not on the game or the killer player to hand you an easy win, it's on you to adjust.

    Executioner's hook-bypassing ability isn't an always-guaranteed 100% thing that he's going to do to literally every survivor he comes across, and it comes with downsides too (the cage spawns very far away, and the killer's own meta pickup/hook-related perks such as Pop Goes the Weasel, Thrilling Tremors, Barbecue & Chili, and Make Your Choice are also impacted by this power).

    It's not like it's just some free win, it's that you have to adapt your thinking just like you would with any other killer. This time, it's just forcing you to think outside the box of some of the more powerful perks that are available to you. This is not a bad thing.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361312#Comment_1361312

    That is still not fair one killer bypasses all perks. That's gaining an unfair advantage:. Exploit

    Those are not "all perks." Those are two perks. Nightmare also bypasses Borrowed Time, stealth characters bypass detection perks, etc. So what?

    Also, I'm sure you understand the difference between an intended game play mechanic and an exploit, regardless of whether you like the mechanic or not.

  • @StutteringSpartan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361216#Comment_1361216

    Learning curves don’t exist with PH, you get hooked, tunnelled, caged, Tunnelled, then death. He only has to pick you up once

    Aside from the need to pick the survivor up, this course of action is not unique to Executioner.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361216#Comment_1361216

    You can play around healing and stealth. You cannot play around tunneling when the only viable tools you have - and two of your perk slots - are rendered un-usable. And with PH being the new, cool toy...it is the predicament right now a majority of the time.

    This is ridiculous. You're operating from the perspective that Borrowed Time and Decisive Strike are non-negotiable perks, in a general sense. They're not. The idea that any perk is absolutely 100% mandatory to do well, even in red ranks, is crazy talk.

  • There's going to be a learning curve vs. any killer. Plague negates healing, Doctor negates stealth, so what?

    Survivors have powerful tools other than their perks. Also, Executioner's cage is a sometimes skill, plus 19 other killers exist. It's not like this is going to be your predicament 100% of the time.

  • My answer is: I don't.

    I don't understand the allure of this system. You have to waste approximately 4.8 million BP just to get to P3-1. You could have leveled four characters to 40 for their perks, for that much BP. All you get out of it is some blood-soaked cosmetics.

    This is a waste of BP and human hours. Just level up the characters you like. Prestiging is a bad decision.

  • @HealsBadMan said:

    Claudette. And before you all start yelling and calling me useless or a blendette, I picked her up for two reasons:

    1) When I first got into the game I wanted healing perks, and Claudette was the free Survivor that had healing perks.

    2) I dont often run blendette builds- maybe once in three or four hundred games? I use her 'advantage' to hide more efficently, but am I circling the outside of the map being dead weight to my team? Ofc not- I'm stealthy, not immersed.

    Echoing this. I leveled up Claudette first because every guide I read said to get Self-Care, and now I play her with an aggressive stealth mindset. Yes, I absolutely wear the blackberry skirt + violet jacket, but I'm not hiding behind rocks all game or whatever.

    The other survivor who I have a complete perk library on is Kate, who I like because she seems to fit the "final girl" mold pretty well, and she also happens to be the quietest female survivor when injured.

  • @Mister_xD said:

    if they were to give an exact number, there would be trolls abusing that by holding the game hostage till just before said time is reached in order to make the game as miserable as possible for others while not being punishable for it.

    its better when no one knows.

    I would assume the "exact number" is something to the tune of "any length of time which demonstrates that the offending player was doing it knowingly and maliciously, and not just making an honest mistake."

    I have had games where I chased someone into a boxed-in area of a jungle gym, and wound up in such a position that the survivor was completely barricaded by me. Then I hit them, and they get to run away. But if I were to just stand there not doing anything, even if it's for like 20 seconds, I'd say that would not be OK at all. Maybe if the EGC were ticking down and I was preventing them from escaping or getting to a nearby hatch, sure (since at that point you could legitimately argue that it's about securing the kill). But not in the course of normal non-EGC play, no.

  • Have you tried restarting the game?

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360908#Comment_1360908

    I do both i constantly point out issues and give my pov of things. MY stream promotes positive gameplay not toxicity and for me to be treated the way i have been is a bit crazy. Ive submitted tickets where they have responded and fixed the issue many times but the past months have been insane with how they ignore. yes i know theres a global pandemic and things happen but i always get asked for my player id then ignored. I wish i could explain more but i cant due to forum rules. But im missing out on grinding the excutioner and cheryl out because of some salty gamers and its not fair at all.

    I'm sorry about your bad experience. I wish we had more context for what your issue is -- even if you could give us the long view of it without naming specific player names or whatever. It might help us figure out the best way to get it addressed.

    Here are the facts about the forum: Behaviour is not going to read most of it, and even if they did, the game is not designed by popular fan vote (and if it were, it would not be functional). @Peanits and @not_Queen and whoever else are not going to wade into CS topics because they are not on the CS staff. They're CMs, and in that role, the jury is out on what their pipeline is for conveying player sentiment to the design team. All we know for sure is that everyone at Behaviour moves unbelievably slow on everything. But, bottom line, the forum is the worst place to litigate legitimate in-game issues.

    As far as the support process goes, I haven't a clue. I usually only report players in-game, which should be enough for any functioning report system. I used the support ticketing site exactly one time to submit a screenshot of a player who was using out-of-bounds terrain exploits to avoid being hit all game. I never heard a word back about it. So, yeah, their support resolution process leaves a lot to be desired.

  • This is dumb, but I laughed anyway. 😄

    Deathbound, at least, seems to be well-regarded so far.

  • @xI_Fabi_Ix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360249#Comment_1360249

    Oh, almost forgot that Killers aren't allowed to use survivors mistakes as advantages.

    I also know that it's a scummy move to do that but so is Facecamping, Insidious Camping, Slugging for 3 Minutes. . . . . . But these are not bannable either :)

    Those are frustrating mechanics, and I don't like them either, but they are intended parts of the game design. Blocking another player's movement in a corner is not.

    Camping and slugging will result in a speedy end for the player on the receiving end (less than 5 minutes at most in either case, certainly). This is why those mechanics are not considered holding the game hostage. I'm confident that you understand the objective difference between these actions, regardless of how you personally feel about them.

  • For survivors: I like a lot of Kate's cosmetics, and Nea has a lot of good ones too. I would also say Feng, but her hair textures look godawful and I cannot stand to look at her or play her because of it. I wish they'd fix this. I don't know how this isn't brought up more often here, because it sticks out horribly.

    For killers: Doctor and Huntress have a lot of pretty good ones.

  • This has happened to me, too. I have had games as killer where I see no perks in my status row on the endgame screen, and I have had games where the survivors see no perks for me even though I myself see them. I have had four perks equipped in all cases. This has happened for me on multiple different killers.

    I maybe be wrong to some degree (as I see others in this thread complaining that BBQ & Chili did not tally extra BP for stacks), but I do not think it impacts actual perk usage or progression. Discordance, Whispers, etc. function as intended, and I completed the challenge for downing 5 survivors with Unrelenting even when survivors saw no killer perks on their post-match UI.

  • @Snared0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358893#Comment_1358893

    Sorry lol first time on the forums I’ll try to make it more readable in the future 😊

    It's all good!! Welcome to the forums. 😃

  • @5thPerkSlot said:

    Well, being blocked is also the responsibility of the survivor if he/she goes to a dead end place like the entrance of a house with the closed door

    You're supposed to injure the survivors and hook them, not barricade them in place. Doing this for any length of time serves no point and does not help you achieve your objectives, and effectively amounts to camping an unhooked player. You're abusing a design flaw.

  • That just seems like a lot! And I would say it seems like a fun day, but I know if it were me I'd wind up super-frustrated at some point. 😄

  • @brokedownpalace said:

    After roughly 50-60 matches I have made use of the perk ZERO times.

    Cool concept. Waaayyy too situational. I guess it's better than Buckle Up or Flip Flop, though.

    You played 50+ matches in one day?

  • Adding 5 more perks to every match would be a horrible idea. All it would mean, according to your criteria, is 4x Adrenaline and NOED in every single match.

  • People just like to throw hissy fits when they don't get handed an easy victory. My preferred strategy is to not engage with those people. Although I can and do take issue with the way certain game mechanics work (as you can see from my post history), I'm not one to rage at a player for using any item or perk etc. that is available for them to use. The game is what it is.

    And, helpful advice -- consider adding some line breaks to your rant, this would make it more readable!

  • @dastru said:

    cute? she has the sex appeal of a school bus fire

    LOL, I'm saving that one.

  • I agree that this would be a nice thing to have -- a solo exploration/practice mode, more or less. For a solo killer, they could even just put in motionless bots, that the killer could use to practice stuff on.

    And solo survivor could be a thing, too. It would help to develop map knowledge, etc.

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