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Rydog

Rydog

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Rydog
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  • They did not commit to a specific time frame on the stream.

  • Categorizing perks would be an insane logistical nightmare, and the end result would make no one happy.

  • Well it seems we can close the books on this one, everyone.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346045#Comment_1346045

    The point I’m making is this is just copy/paste of every other one of these types of post so it will easily be ignored you have to add information on things that could be changed to make everyone’s experience better cuz never will they delete moris if anything what’s bound to happen soon is Mori offerings will be removed but they will be base kit dead hook on all killers I feel like pyramid head is the gateway to this change OmgImBlurry made a whole video discussing this on YouTube you should definitely check it out

    I am not vain enough to truly believe that any suggestion I make about game mechanics will be picked up by developers who read these forums. That is not how game development works. So, in that sense, maybe I am just another fool who is wasting my time, shouting into the ether.

    In the past, I have proposed the idea of moris only working when a survivor is at the death hook state. Others have pointed out that this would make moris useless, and there is logic to this. My issue is that the entire use case of a mori is the issue, and this is the only way I can think of to retain the current "killer presses a button to execute a unique animation and remove a downed survivor from the game" implementation. My other suggestion is:

    • Yellow Mori: Keep as-is, and potentially change to green rarity. Having this available for only the final survivor is not a ruinous use case.
    • Green Mori: Keep as-is, and potentially change to red rarity. It's still problematic, but at least it only impacts one player and not the entire match, and would still be regarded as a big threat.
    • Red Mori: Just straight-up replace this with something else, with a new offering that has a different name and effect entirely.

    As far as the speculation on Executioner being a trial balloon for adding these kinds of mechanics into a killer's base kit, I think that's a radically different discussion. In Executioner's case, the special mori mechanic is tied to specific conditions that the killer must first meet. It isn't an all-or-nothing sea change from the moment the match begins. I could see ways that this might potentially work without totally wrecking the game.

  • @JustCats said:

    https://forum.deadbydaylight.com/en/discussion/comment/1345995#Comment_1345995

    You're right, two players aren't really playing the game at that point. It's not terribly fun for the killer, either, obviously. So why does he do it? That's the question to ask.

    The answer is probably that it's more fun and rewarding than chasing the survivors, which is his only other gameplay option. Now, you could try to actively discourage and mechanically punish the symptom, but that'll have a couple of effects - one, less killers in general as you'll make the whole game irritating to play for them, and two, remaining killers will find some way to exist in the margins and still do things that survivors don't like and you'll just be complaining about some new survivor pet peeve instead of face-camping.

    Or, you could try to look into why chasing and hooking survivors isn't a more attractive option than staring at one until they die and fix it to encourage that behavior instead. Positive reinforcement usually works better than negative, in most scenarios.

    Doing literally nothing cannot, by definition, be more fun and rewarding than engaging in the intended gameplay loop. The intended gameplay loop is literally the reason that we are presumably drawn to the game and continue to play it (and for purposes of this conversation, it would make sense that we have to assume this is true of anyone who continues to play Dead by Daylight).

    Positive reinforcement is almost always better than negative reinforcement, I absolutely agree. The thing is, the key positive reinforcement that exists -- you get more Bloodpoints, emblems, and rank by actively playing and pursuing survivors -- is straight-up not valued by many players. Every one of these discussions eventually devolves into "rank doesn't matter" or "I don't care about BP." I think the game doesn't do enough to force players to care about these things; their absence should always be regarded as a serious loss.

    There needs to be a substantial reward for your current rank at the end of the season, coupled with rank decay for players who don't stay active. Bloodpoints need to have massive and ongoing value; one way to address this off the top of my head would be to not delete a character's entire inventory when they prestige, so suddenly that looks like a much more attractive option that necessitates lots more BP collecting.

  • @BlazeNightash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346079#Comment_1346079

    you say that until theres 4 blendettes on a dark ass map as a swf have fun with that game, blendettes get mori'd thats the rule

    That isn't what this thread is about. It's about an issue with a game mechanic implementation, not about someone's subjective rules of engagement.

    God, can you imagine if game balance discussions went this way in the Behaviour offices? Like, imagine four grown adults with careers and life experience having this conversation.

    • Person 1: Should we change Moris? Their net effect is to delete 33% of life states for survivors, decrease rank and BP gain for killers, and alter the entire game flow.
    • Person 2: Freaking entitled survivor main! WHATTABOUT keys??? WHATTABOUT Borrowed Time??? WHATTABOUT Blendettes??? WHATTABOUT [insert whatever other whataboutism]??? Blendettes get mori'd THEM'S THE RULES.
    • Person 3: OK, you can delete Moris but also all meta survivor perks get deleted too!
    • Person 4: LOL rank doesn't matter dude, and I got all the BP I need.

    I swear, I dunno why I even start these threads, because players always get way too emotional and can't look at anything from a mechanical game health perspective.

  • @BlazeNightash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346048#Comment_1346048

    Naw fam I’m good don’t bring up a topic to begin with without highlighting all the major bullshit crap that survs can do especially blendettes

    I mean, I did? I did highlight the other thing that I think is an equivalent major issue, which is keys.

    Not gonna plush back against you taking issue with annoying cosmetics, but there's a false equivalency between these two things (Claudette's dark clothing and the mori mechanic), because one terminally impacts the entire game state and one is a surmountable inconvenience that doesn't crack the match in half.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346039#Comment_1346039

    Only if you can't win chases and the killer decides to use it on you after your first hook. Also, by that logic, Self-Care gives you infinite health states.

    The life states are gone before you take control of your character, with no possible response or counterplay to the life states not existing. Self-Care -- or any other perk -- is something that you can respond to and push back against in-game. If you think someone has Decisive Strike, you can slug them. If someone has Borrowed Time, you can go after them instead of the unhooked. If someone has Dead Hard, you can bait it out.

    There is no equivalent counterplay to a red mori being present in a game, other than "just don't make any mistakes, but way more than normal." I said this before, but this would be like starting a game with two generators already being finished. You wouldn't tell players "well, just find survivors faster and win more chases" if there were an offering that made this happen -- you would be rightly livid at how far it tilts the game onto one side.

    (And, for purposes of this discussion, I think we have to reasonably assume that a killer who brings a red mori plans to use it on all survivors at the earliest possible opportunity.)

  • @BlazeNightash said:

    Thing is you’re bitching about moris shifting the goal post but keys do the same thing it’s as bullshit as moris, I only use moris against other bullshit mechanics example keys someone brings a key I bring a more or blendettes I see one I bring a mori for her ass because she knows damn well she’s abusing the model and clothing of a character to be hard as hell to see

    I mentioned keys in my OP so that I didn't have to reply to these. Please read the entire post.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1346030#Comment_1346030

    My point was if you whine and get heated devs will not read your post you need to post something like Fix Moris to dead hook and key to one person only so that the scummy players can’t abuse them not just say remove it all together

    My original post spells out the issue in specific terms (the mori is a net negative for all sides because it deletes 33% of life states and ensures lower killer earnings post-match). The tone is perhaps a little annoyed, but I think I stated my case clearly.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1345972#Comment_1345972

    "Prematurely removes survivors from the game"

    No, it doesn't. You are not entitled to a certain amount of play time per trial before the killer can kill you. You could bleed out in 4 minutes if the killer slugged you and nobody came to your rescue. You could die on the hook in 10 seconds if you tried to break free and then didn't struggle. You die when you die. That's all.

    It deletes 33% of the life states in the game before it begins.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/160372/moris-really-suck

    Mori is not the issue neither are keys it’s a scummy players you can remove Mori all you want won’t change how people are if they aren’t doing that they are most likely just camping or tunneling you so instead of saying boohoo I’m mad remove this think of ways to improve the game mechanics rather then cry cuz do you think the devs really take these types of post too seriously?

    I agree that the issue with face camping, extreme single-minded tunneling, etc. is ultimately players who aren't engaging with the intended game flow in good faith. I don't think that the game mechanics do enough to significantly prevent or at least deter these behaviors, and what I meant by "sanctioned griefing" in my original post is that moris are actually a cudgel given to these players by the developers for this exact purpose, which cuts to the heart of my issue with their current implementation.

  • @SnakeSound222 said:

    Anyone who knows who Leatherface is and what he does will immediately be able to tell that it's not racist.

    @PrettyFaceKate said:

    Leatherface treats everyone equally, regardless of race and skins. If that offends you in a game that is about murder and hanging people on meat hooks, the I think you need to grow a thicker skin. No pun intended.

    A fictional character has no motives, rationale, thoughts, or feelings beyond its creator's decisions.

  • @Raptorrotas said:

    Hatch can be used to skip up to 100% of a survivors goal if used, and 5/6 if closed.

    While only requiring to be the last one standing. Without the need to spend BP in the web.

    Hatch + keys is also a problem, but that's a different discussion that is beyond the scope of this thread. Hatch as last survivor standing is an edge case, since it's heavily luck-based (you have to find it first) and there's counterplay (killer can slug or close the hatch).

  • @Orion said:

    • Is it wrong to camp when the other three survivors are crouching around the hook doing nothing?
    • Is it wrong to camp when the gates are open and you don't have any insta-down?
    • How long does a killer have to wait after a survivor is unhooked until it is no longer considered "tunneling"?
    • If all survivors are dressed the same way, how can the killer avoid tunneling?
    • If the killer can't find the unhooker, is it wrong to tunnel?

    Just a few questions off the top of my head.

    PS: Camping and tunneling are fine and fair. Go do gens.

    These scenarios you bullet-pointed are all specific tactical cases where these actions tend to be the right call.

    My problem is with straight-up face camping. For example, I got face camped last night by a Leatherface who hooked me first and then literally did not move one muscle. I had Kindred and hung/struggled the entire time until I died, and my team finished all gens and escaped. From that standpoint, the match was a "success," but it's a super-degenerative game state for a lot of reasons.

    First, two players aren't playing the game. I'm stuck watching my screen and mashing a button as literally my entire game experience, while all objectives happen around me. The killer also may as not well be in the game at all, because they are doing nothing. The game experience simply disappears entirely for 40% of the participants.

    There is no threat or interaction for the players who remain active, because there is no longer an opposing player.

    The killer is shorted on BP and emblems due to their actions, and I -- the camped player -- am forced to de-pip because I was denied any opportunity to contribute to my team's objectives. This one is especially galling to me, because many players will rush to a "oh well BP and rank don't matter" counterargument. This is a bad faith argument, because it's just an apathetic shrug that does not acknowledge SOMETHING IS WRONG WITH THE GAME'S SYSTEMS AND PLAYER FEEDBACK LEVERS if many players are straight-up not valuing these things.

    TL;DR Face camping is particularly stupid, and needs to be actively discouraged and mechanically punished, in a way that makes it totally unreasonable for the killer player to choose as a course of action.

  • @supersonic853 said:

    For me its probably pwyf nemesis scratched mirror myers nothings scarier than a fast boi with wall hacks and no tr. That and enduring spirit fury myers because i throw the pallet down when hes in t3 he shrugs it off because of enduring spirit fury and wacks me.

    This!!

  • I made a way more constructive version of this already, that isn't dripping with empty "main" logic.

  • @AsheruSwiftwind said:

    You can remove the Ebony Mori... If you give every killer a final judgement like ability where you are able to mori the player on death hook instead.

    I'm not interested in this kind of weird bargaining talk, since I'm not a developer and I don't understand why people make these kinds of posts.

  • @TunnelVision said:

    I can't help but notice you forgot to mention how keys do the same thing?

    Even more so that if you equip the right perks your chances of getting a purple/pink key improve massively.

    I can remember watching Monto play and found 3 or 4 keys in one match. All being purple or pink.

    I specifically mentioned keys in my original post so that I didn't have to reply to comments like this one. Read the whole thing, please.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1345323#Comment_1345323

    I just want to point out they did nerf ivory/ebony mori. Used to be they didn't require a hook at all, just down and murder.

    Anyway, commenting on the OP's topic, any further nerf to moris renders them an actively bad idea. Why is this? Well, the only reasonable nerf to moris at that point is "survivor must be on death hook to use it." However, you cannot tell me that it's a better idea to mori a survivor, taking up between 9-14 seconds (source on that here: https://www.youtube.com/watch?v=7hrcylUc4sY) depending on character played for a cool animation, than to spend two seconds picking them up, and transporting to a hook? Objectively, unless there are no hooks within 7-12 seconds of travel time, depending on killer, you're doing yourself an active disservice using the mori at that point. it's why I think PHead's Final Judgement is so well designed: it's fast. It WILL beat the time to pick up and transport. No reason not to use it if it's available. Full length moris on the other hand...not so worth it on a time saving perspective.

    I'm also curious how OP feels about Devour Hope. If five stacks are obtained double hooking two survivors and single hooking one, and only after that does the fourth player get downed, they're dead. On first down. I bring up this scenario because it happens, and yet I don't think I've ever seen survivors upset by it. Yet moris are extremely upsetting for...some reason.

    Personally, if I'm being moried as a survivor, it's free clearance to move on to the next game. If I wasn't having fun in that game, getting moried was probably a good thing since now I can move on to something more fun in the next game.

    "How it used to be" isn't a useful argument, the problem is how it is currently.

    I know that, in the past, I have suggested the exact change that you say would be a bad idea. But if this is a bridge too far, maybe the entire idea of the mori needs a more substantial rethink? To come at it from the idea that this specific line of action (the killer pressing a button to execute a unique animation that removes a survivor from the game extremely early) needs to keep existing in roughly the same fashion, simply because that's the way it's always been, is not the only sensible solution.

    Stuff like Devour Hope and Rancor is a little different, because they don't happen immediately, and there is counterplay to them. You have a chance to play the game and potentially react to them, as opposed to getting tunneled out in three minutes if you're the first one caught in a mori match.

    And "getting mori'd is free clearance to move on to the next game" is super-circular logic, when the mori's presence is the entire source of the problem. It can't be the solution to a problem of its own creation.

  • @metalklok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1345122#Comment_1345122

    this is triggering me so i gotta say it. just look up the definition of moving the goal posts its a metaphor for changing the end goals aka i got to finish 5 gens but then that is not accomplished so its now i got to find the hatch that is what changing the goal posts . Killers goal is always to kill survivors by hooking, a mori just speeds that up but the goal of killing the survivors is not changed only speed up

    Moving the goalposts. Moving the goalposts (or shifting the goalposts) is a metaphor, derived from goal-based sports, that means to change the criterion (goal) of a process or competition while it is still in progress, in such a way that the new goal offers one side an advantage or disadvantage.

    Please put aside the semantics of my metaphor and focus on the substance of what I am saying, with regards to how the red mori deletes 1/3 of the objectives that the killer must fulfill. I have already described an equivalent survivor goal comparison.

  • @BadDocter said:

    @Rydog You do realize the reason killers use them is because they're fun to use plus rank doesn't matter.

    Like I said in the reply above, I'm not interested in how you personally feel about rank (although if you believe rank doesn't matter, that's an entirely different problem with the game, because rank should matter to players -- and if it doesn't, something is out of whack). My point is that moris have a net negative impact to all players, and this makes it a not-great mechanic.

  • @metalklok said:

    "Can you please address the sanctioned griefing mechanic that is the Memento Mori?"

    just because someone kills you with a mori does not mean its griefing like grow up

    "It moves the game's goalposts like no other mechanic in DBD"

    the goal posts are not moved since the end result is killer the survivors. Moving the goal post is when your objective is to finish gens to win but then you cant do that so your new method of winning is finding a hatch. that would be a example of moving the goal post.

    " it takes Bloodpoint-earning opportunities away from killers"

    ive never had a real bloodpoint issue with killers even if i use a red mori im still getting 30000+ with bbq

    " Why do you believe they are enjoyable, or what do they add to the game?"

    keys, moris, certain perks, window spawns etc etc all of these are in the game for better of for worse all you can hope is that they nerf them but i doubt they will remove them.

    Personally i love moris( i know they are op) the fact that i can slow down the game and make it 3 survivors when ever i want is fun for me also i sometime i will bring a green/red one into a match and wont use it until i see some survivors bming

    The intended game flow is that survivors must repair five of the seven generators on the map and then open an exit gate to leave, while the killer must injure and hook them with the goal of progressing them through three hook states apiece, ending in sacrifice. The red mori deletes four of the 12 hook states present in any match. That is a severe moving of goalposts. It would be the equivalent of telling survivors that they only had to repair three generators + open the gate (i.e. only 4 of their 6 goals, or 2/3 of the intended total).

    Also, I'm not interested in your personal Bloodpoint situation, the point I'm making is that it negatively impacts the killer's BP earnings, not to mention their potential for endgame emblems + rank. Regardless of how you personally feel about any of that (BP, emblems, or rank), the mori impacts those mechanics negatively for the killer who uses them. That's the point I'm making, is that it has a net negative impact on all sides. That isn't a good game mechanic.

  • @ManyAchievables said:

    Mine is personally Distortion. I love this perk because it reveals some of the most popular Killer perks in the game to you, and even though there's only 3 tokens, you still know they exist and are aware and can counter them.

    What about you?

    I agree that Distortion is undervalued. Even when tokens aren't popping, it's feeding you information, because you know what the killer ISN'T running.

    Alert is also a way better survivor perk than I think a lot of people give it credit for, because it feeds you regular information about what the killer is doing. On the killer side, I think Overcharge is pretty good (I prefer it to PGTW on Doctor because I run Unnerving Presence and Distressing on him as well)

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344405#Comment_1344405

    Meh, I don't see the problem with Claudette's face in particular.

    Otherwise why would it be okay for him to wear Jake's face? (I'm picking him because he's the other non-white original survivor)

    It is a cool thing imho that they added those kind of cosmetics for him since it is basically his lore, and I'm pretty sure that BHVR already had this kind of arguments before adding Claudette's face to the bunch, they usually don't take very lightly issues tied to racism, and rightly so.

    I personally wouldn't care since I don't even own Bubba so nothing would be "taken away" from me, but I still think that there should be a balance in understanding what's racist and what's not.

    Bubba wearing the faces of his victims is not.

    Maybe it would have been if only Claudette's face was the available one, but it's not the case.

    A fictional character has no motives or rationale beyond its creator's decisions.

    Leatherface's lore doesn't matter -- especially in the hands of players who do not and cannot possibly represent whatever message his creator might have been trying to convey, had they included a Smartface analog in the source material -- when the implications at hand are pretty sketchy.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1343588#Comment_1343588

    But theyre still just small number changes in the code. Its not some stupid long rework that has to take place

    It's never as easy as you think.

  • @Almo said:

    I thought these things:

    • Exposed meant the Killer could see me
    • Falling from a high enough height made a loud noise notification
    • Gens were always in the same place, so other players found them easily because they had memorized those locations
    • Kicking a gen instantly reduced its progress somewhat

    Etc. Welcome to the game, and we hope you have fun.

    Every player I have ever introduced to the game assumed that "Exposed" means "Killer can see my position" until it was explained to them, because that is the intuitive conclusion based on the word's most well-understood definition (being exposed in a visual sense).

    This suggests a very solvable problem with the choice of wording. I dunno why, after all this time, it hasn't been changed to something like "Vulnerable." This is one of those thousand-cuts new player experience things that drives me nuts.

  • It says everything that Behaviour has not chimed in on this thread.

  • Those first two definitely wouldn't fit in a QoL bucket.

  • @ZerLukas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341046#Comment_1341046

    Then why can a player rank up by losing and derank by winning?

    Because the emblem system is a dumpster fire, and needs to be addressed to correct this exact criticism. Ranking goalposts need to 100% match up to the specified main objectives of the game.

  • True facts about me:

    • I am a boring dude who sounds like a complete cartoon character.
    • I live in California (and love it!).
    • I have been happily married since 2009, and my wife and I have two awesome puppers, Pickle (who we think is some sort of Maltese mix) and Bosco (a corgi/chihuahua mix). Both of our dogs are rescues.
    • I turn into a big softy when it comes to anything related to animals.
    • I am a huge fan of all things horror, since first seeing all the big slasher movies that came out in '88 (that would be Halloween 4, Friday the 13th Part 7, and Nightmare 4 for everyone who's counting). For anyone here who's a fan of Joe Bob Briggs on Shudder, I remember watching his first weekly movie block, weekends on TMC.
    • I was in junior high school the last time I owned a PC that I did not build myself.
    • I'm a lifelong gamer, and I still have my original Legend of Zelda box from the copy that my parents bought at Wal-Mart for $32.94, in 1987. I can tell you everything you need to know about repairing or refurbishing a NES.
    • I own every adventure game Sierra On-Line and LucasArts ever published, most of them complete in box.
    • My all-time favorite video game is probably either Castlevania: Symphony of the Night, Chrono Trigger, some iteration of Street Fighter II, or whatever Soulsborne game I'm into at the moment.
    • My love of gaming also extends to board games, which I own far too many of (it drives my wife nuts when I try to get her to commit to a four-hour game of Eldritch Horror with me). If I had to pick only one board game to play forever, it would be Spirit Island.
    • I have been working in the video games industry for almost 17 years.
    • My favorite color is green, on most days.
    • My favorite fictional character is Scrooge McDuck. I am huge fan of Carl Barks and Don Rosa's duck comics.
    • My all-time favorite movie is Seven Samurai (favorite horror movie would have to be the original Halloween).
    • I've played Dead by Daylight for almost 1,800 hours, and I still Dead Hard into walls.
  • Can't wait for this game!

  • It would be nice to have some sort of Overwatch-style voting/MVP system in the postgame screen.

  • @Warr0ck512 said:

    Hi I'm a stay at home mom to two special needs children. I play games as an escape from my every day life. I love to play survivor and killer but I've noticed some major hostility towards killers. It's so bad some nights I can't bring myself to play killer. You survivors know there is no game without a killer right? So why do you feel the need to be so mean? I'm not a camper and do everything I can to play fare but I still get t-bagged and swarmed. I just want to enjoy the game as intended and not stuck only playing survivor 😔

    Basically what I'm trying to say is it takes nothing to be kind and please remember there is a person behind the screen.

    I try not to let stuff like teabagging get to me -- some people are just trying to get a rise out of you, so it's best to just do everything you can to ignore it and focus on your play. And in endgame chat, I always try to stay respectful and say gg. If survivors start being jerks, I just head out without saying anything else.

  • @WRussoW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341607#Comment_1341607

    A good chunk of killers are simply not strong enough to sustain even consistent 1vs4 against good survivors but devs won't acknowledge the problem because bad players exist, the number of useless add-ons, items, offerings and perks is too high but noone is planning to buff them because it would lead to balance issues devs wouldn't want to deal with, the archive was introduced to hide the need for devs to inject another method of gaining money and it's not even consistent, cosmetics are too expensive, a lot of maps still have a good portion of strong loops that would drive M1 killers and non-efficient 2M killers insane, the game will be built around SWF at some point because the SWF balance issue will never be addressed, rank system is too bad at the moment and new system should be implemented IMMEDIATELY cuz it's state now would be much better than the current system, most charms and cosmetics look disgusting and destroy the game's atmosphere but devs like money, keys are not okay, NOED is not okay on some maps without totem searching perks and items, there are too many bugs caused by spaghetti coding and dedicated servers, the community within the game is so toxic that the game would be the most toxic online experience if it had a voice chat, there are no new gameplay elements for survivors except for perks and new killers, dailies are boring, archive missions may hurt the match, moris are not fun, new-player experience is B A D, meta perks remain nearly the same for too long, killers are too perk and add-on dependent, grind in this game is astronomical and will not be better because it causes players to be online constantly what is good for marketing, the hatch should be reworked because it's a complete RNG mechanic that's not fun for both sides, 2 people immersing around the map is still an issue...

    Are you pleased? Did you get the serious topics you were looking for? Oh, did noone discuss them enough? There probably aren't 100+ threads talking about it! We probably didn't see the same threads, the same comments, the same people over and over again! I'm so sorry that this topic is filled with so much petty you had to point it out! Like I'm not aware of it or anything. Like I can't discuss it. I'm really, REALLY sorry.

    I'm sorry that you are upset, and I agree with you on many of the real issues there. I am not trying to precipitate a blowup; I was only reacting to what you stated in your first post. We're all friends here.

  • Wouldn't dedicated servers have fixed this?

  • @Seiko300 said:

    I'm still unclear on what "Trusted" actually even means a long time ago I made a thread that was eventually marked as "Trusted" and I thought it had something to do with the amount of comments and then I saw people could actually be marked as "trusted" and I got kinda confused.

    Tbh I never looked into the structure of how these forums actually worked, I just hopped on and moved over here because it seemed way more organized than the Steam forums. The fact you could create polls and poll options was really cool and novel to me at the time which was the main reason I moved over I think

    Here is an explanation of the Trusted program: https://forum.deadbydaylight.com/en/discussion/89809/pilot-the-trusted-members

    It does not, paradoxically for the term "Trusted," extend anymore benefit of the doubt to someone than any other forum member would have.

  • Coming at this from a bit of a different angle, but from the survivor perspective, I think it's extra-frustrating to play vs. a Pig who traps you and then proceeds to tunnel you anyway. Ticking time-bomb traps are a BIG game slowdown tool, because it forces survivors to drop everything and search for trap keys or die. I wish there was something that actively incentivized the Pig to leave a survivor alone once they've been trapped, because it's way better to just let them run around in a panic while you search for other survivors.

  • @Decarcassor said:

    Whispers. I'm not sure it is considered meta but some players out there seem to rate this perk highly and I just don't get why.

    Whispers tells you where survivors are, and also where they aren't. It's especially great on slower-moving killers like Huntress, and it lets you get into the radius of a gen and confirm quickly that no one is there, rather than walking all the way to the gen. It's also great for patrolling gates after gens are done, as you can easily intuit which gate survivors are headed toward.

  • @Lexxi27 said:

    only a 2 man party, told my mate to do gens, but he got camped after me. the other mates just waited next to the hook and did nothing ^^

    I get that you're frustrated, and I am sorry you're not having fun. We can only go by what you are telling us here though, and the idea that every game is a facecamp-fest does not gel with the normal experience of playing this game at higher ranks.

    Right here, you say that your other two teammates were -- I'm guessing from your phrasing -- swarming the hook. Any savvy killer is not gonna leave the hook if they know other people are right there in the area. This sounds like bad teammates sandbagging you, more than anything else.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341602#Comment_1341602

    I use Self Care, Plunderers, Urban Evasion and Spine Chill. I tried to switch out SC with Bond but I noticed that people would run the Killer to me more often when I did. Also, it was hard to rely on people to heal in Solo matches, since more often than not, my teammates are either too aggressive or to chicken and head for the hills.

    I cannot loop well. I hit my peak after playing for more than 1000 hours and I have come to the realization that I am just not a great gamer. I have an issue with my left arm and hand that makes controlling my character and looking behind me at the same time very difficult so I opt to sneak around. Now, that doesn't mean I will sit in a bush the whole match. I will come out and take hits, body block or try to get the Killer off of someone who is on death hook. I will also try to get the Killer to chase me to the other side of the match during endgame so my team can finish the final gen and get out. I don't mind dying for competent teammates. Now, if my teammates are idiots or overly aggressive and unhook in front of the Killers face at the start of the match, I ascend to Divine Bushette.

    Dude, I am about to hit rank 3 survivor (mostly solo), and I seriously do all that stuff I was joking about in that other thread a few days ago -- I'll Dead Hard into walls, terminally mindgame myself with my own Hag traps, cannot reliably loop unless it's an easy double-window (or sooooooometimes shack), etc. There were multiple points where I was like "Welp, I have plateaued and will never get past green (or whatever) ranks." I have still improved with practice in spite of this, and I am no great gamer. DBD is the first game that I have really ever been at a "respectable" rank at. If I can do it, I think there is hope for anyone.

    I would say re: your comment about Bond, it's not necessarily that people ran the killer to you more often, it's just that you saw it coming (which is an advantage of Bond -- it tells you when it's time to leave). I would ask "what rank are you?" but other players do stupid stuff like this even in red ranks. I will always recommend alternatives to Self-Care, but lots of people use it even at high ranks, too.

  • @AvisDeene said:

    I don't see an appeal to any of them since I am a filthy potato.

    When I play Survivor, I play stealthy and pick perks that I always get put down for using.

    When I play Killer, I just use whatever I feel like using. I do use NoEd a lot since I don't care to play any of the top Killers. I like Trapper and Hag the most and with how fast generators go, I kinda need it to buy a little more time in endgame.

    What perks do you get put down for using?

    I play stealthy too, although I tend toward a pretty aggressive method of stealth and am not afraid to do gens behind the killer's back and whatnot.

  • I get the appeal of Adrenaline, but it's situational enough to me (it doesn't help at all until the end of the match) that I'd rather bank on other stuff.

  • Lithe, Alert, Distortion useless? Haha what?

  • I am on the cusp of rank 3 right now, and I still Dead Hard into walls. I vastly prefer Lithe.

    I am also terminally bad at flashlights, unless it's an easy pallet blind.

  • What is at issue here? It seems like we're arguing over whether DBD is a competitive game.

    It is. There's no functional position to take otherwise. It is fundamentally about two opposing sides with asymmetrical goals, who are directly at odds with one another for the entire match.

    There's a bunch of random stuff that makes it way less "pure" than, say, chess or whatever. Every game is a giant roulette wheel. Compared to other video games, you wouldn't easily be able to put DBD on the same high-stakes pro competitive level as Counter-Strike (which is often about raw skill and robotic execution) or Hearthstone (which is about leveraging odds and deck synergy as with any other CCG), but it is still a competitive game. There's a sliding scale here, and DBD just sits elsewhere on that scale.

    It's also not Mario Party, or whatever TF people said up there. 😄

  • I like it when I'm doing some impossible challenge and the farming makes it easier!

    Generally speaking, I don't mind, I'll take the free BP.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1316592#Comment_1316592

    https://forum.deadbydaylight.com/en/discussion/comment/1316558#Comment_1316558

    A Compucleaner Xpert did the job, now my idle temp is 34 degrees which is around a 20 degrees drop, and my game temp (nvidia geforce GTX 1050 ti) is 80 degrees (from 83), which idk if that's normal or weird for gaming.

    80 degrees seems a little hot to me for a GPU. Did you dust out the fan on your video card?

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