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Sheldor

Sheldor

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Sheldor
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  • I get tunneled and camped almost every game. Super boring. After 2-3 games I just disconnect, laugh about the disconnect "punishment" and am off to other titles. Bought almost all DLC's until about a year ago. Stopped spending ANY money on this trash title.

  • @Pega6 said:

    Haven't played it yet but aethetically it looks amazing. I wish more maps had this sort of horror feel since most of them just feel like an empty plot of land.

    With the meat factory of the pig being the worst. 18 squares slapped together in two stories with basically nothing to hide or lose the killer...

  • @Mc_Harty said:

    Leatherfaces power is to destroy dropped pallets faster and camp.

    That's it. He sucks with everything else but he's an easy to use killer.

    With the chargeup and cooldown animation for the saw I highly doubt you are any faster than just stomping the pallet away.

    To me it always felt even slower.

  • The solution is easy. Wait with DLC purchases for at least 3-6 months after release and observe where they take it.


    If it is not what you would pay money for - just don't. Vote with your wallet.

  • FPS way down from above 100 to eventually 45 due to forced AA. More windows shut, more walls opened for killers. Even less chances to escape a killer with every patch. Played this game for the last 3 years. My playing time is less than 10 % of what it used to be.

  • @andyollolloll said:

    Why does the Wraith unclocking (i mean unlocking, uncloaking...) feel like an old clock?

    Ding... slowly, slowly, slowly ..... wait for it ..... Ding!?!?!

    Sorry to the group of Blendettes that I had to DC on but I aren't playing that killer until it's fixed.

    Is this intentional? If not... WHO DOES THE QUALITY TESTING THERE????

    Truly annoyed with BHVR #rantover


    There is no such thing as quality testing at this company

  • @Endstille said:

    Actually no other game cares why you dced.

    It tells a lot about this studios mindset and the fanboys who shouted for this long enough.

  • @bunnibeetea said:

    I understand how disconnecting as survivor can mess up your teammates and stuff, but when your about to die on third hook and you get downed and disconnect, why is it bad? Your game was pretty much already over if you were being carried to the basement on death hook, most of the time anyway.

    What do survivors lose when the killer DC's? They all escape and win, so why do killers get punished for doing it too? I don't wanna sit there and deal with a toxic SWF, and if anything disconnecting gives them a free win. Does it like not safety pip the survivors?

    It robs them of the joy of being face- or close perimeter camped and immediately tunnelled off the hook when the unhook animation has ended.

    And of the joy of not being able to play 4/5th of the game with most of the killers dull gamestyle.

  • And the recent announced changes add a lot to that.


    100 % killer pampering patch only.


    Bye DBD, it was fun.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192178#Comment_1192178

    What this whole "infintie" discussion is about: There are no infinites in the game anymore since the entity started to block windows, survivors got 3 vault speeds, survivors can be hit behind windows and killer vaulting speed was increased. Infinites by definition means, you CANNOT get the survivor on that loop at ANY time. If someone talks about infinites today, it is just meaning "really strong loop" but if you just commit to it, you WILL get the survivor sooner or later. But mostly it does not make sense because you lose too many gens on that loop. But if that survivor just tbagged you or whatever and you want him on the hook, you WILL get him, also on current "infinites".

    If you say you just want to call it an infinite, that's fine. But your sentence "until its blocked" already counters the meaning of infinite. Maybe take a look at this, to know what an infinite is (or was)

    https://www.youtube.com/watch?v=Q1fkX3H84SE

    Is is also about the lack of proper education in mathematical terms for people who consider the number 2 as equal to "infinite".

  • @BadMrFrosty said:

    Bet that doorway took a lot of time, effort, and consideration. Look at it! So complex, so difficult. It'd be nice if there was a blueprint you could copy/paste to solve this issue sooner. Glad you guys Einstein'd your way to fixing one of several problematic areas! Good job.

    Yes ! Absolutely ! There should be NO place in that game where a chase for the killer lasts more than 5 s.

    Especially since patch 1.4 with the introduction of the 'new' Unreal Engine that allows killer to survivors and scratch marks across 70-80 % of the more often than not empty generated maps.

  • There is no point of having such a mechanic in any game. We are talking GAMES here, not life support apparatuses. No matter why someone leaves, because he has network problems, real life issues getting in the way or just does not like your style of play.

    There are plenty of other measures one could take like (but not limited to):

    Award the other party fuil points as if they had escaped/been killed with max points -> no more arguments about pips or points not granted

    Reduce their perks by one stage or two, reduce their BP by a significant amount -> they actually lose a lot of progress, way more than they would have gained finishing the game, creates an incentive to play the round to the end or have to play several rounds to get back to the status they were before

    Banning someone from a game they paid money for is not justifyable at all, especially in a software that is so bug ridden that it regularly crashes and I have already had more than one 5 minute "ban" due to the inability of this publisher to create stable software.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191317#Comment_1191317

    I'm not talking about what does and does not irritate people. I am saying that the game is clearly survivor-sided and that the devs can't see it. The vast majority of changes supports that theory.

    LMAO. Whenever I play killer and don't get a super organized 4-SWF team I basically break no sweat whatsoever achieving a 4k win, independent of wether I camp or not. The game is anything but exclusively survivor sided. Playing killer is ridiculously easy and it is getting easier with every new patch released.

  • It's a free win without any skill involved for the killer. Especially when the doors are on the same or adjacent walls. They are able to determine freddy wakeup clocks to be as far from the survivor as possible so there is no justification for map generations that essentially leave a remaining survivor no chance for an escape whatsoever. And no it does absolutely NOT matter how he played before. I had games where I ran back and forth across the map because the other two never had an idea to help someone off the hook and heal them and I don't think that validates to auto-lose to a game mechanic that was introduced exclusively due to enough whining from tryhard baby killers who could not stand sneaky survivors taking their time to open a door.

  • If the survivors disconnect during load screen (very regular occurrence if you take a mori) the game does not even start, noone gets points BUT your offering is gone after the "round".

    This definitely needs to change

  • I just had a game as killer where in the middle I got serious lag from the server (all other games and internet apps work just fine, so it is NOT my connection that has an issue) ending in a disconnect message and sure enough after the game comes back I AM GETTING PUNISHED for THEIR inability to provide a stable running piece of software !!!!!

  • They are more busy coming up with more banning and "punishment" measures than improving the gameplay experience

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166725#Comment_1166725

    Nah I like the idea of Rotten fields becoming one giant open field!

    Yup. Remove corn completely. Make it an empty white space. Put rotating lights on survivors heads and lock them in place for the first 10 minutes of the game, unable to move, lets say with a nail through one foot so they start off injured already when the nail gets off....

  • @switch said:

    You know what else is boring ? 5 mins matches.

    If devs actually fixed their game, killers could be more forgiving and don't actually have to go down that way.

    It is what it is.

    Equally true for survivors who get camped off the first hook with still 4-5 gens intact.

    Developers would have plenty of possible solutions to make the game better for both sides but instead they focus on developing GESTAPO like denouncement systems and "punishing" measures.

  • Obviously a thread by a killer main who thinks by just opening a lobby he should get automatic 4k results every round. If you make the gens even longer (remember the gen times were way faster in the beginning) you need to compensate to that for the survivors as well - 4/5th of the player base relies on survivors, remember that. If chances are close to zero for an escape noone will continue to play this game.

    Alltogether this game hosts the most toxic community I have ever experienced in almost 25 years of online gaming and a company that does a job at game design and coding so utterly poor like BHVR.

  • Plenty of slowdown perks and add-ons available on multiple killers. If you encounter to many prove thyself players, take thanatophobia....


    Besides toolboxes have now gone the same path as the nurse - nerfed into oblivion. So what are you actually complaining about at all ? No justification about it whatsoever.

  • Never more than 6 ranks difference to the best teammate, wasnt that what they promised ?

    Works as desired. If you cross out the 1 from 16 you get 6

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119830#Comment_1119830

    Its literally exploiting a difference in hit boxes to keep a killer from gaining as much speed as they can and was never originally intended.

    Yep. Another perfect example of very bad design decisions by the dev team and look at how they try to program around their mistake. Instead of adjusting the hitbox sizes we now have bloodlust, exhaustion, blocked windows by the entitiy, blocked windows by RNG (due to very bad map design too)...etc

  • YES ! Exactly ! Walk into a bar, get into a pool game and get handcuffed to the table until the dudes allow you to leave even if they totally outplay you and the game is ultra boring ! Thats the right mindset !

  • Of course it is. For their bad game design and coding you HAVE to stay in the game.

    Like in that picture that just happened to me:

    20200224233906_1.jpg

    When was the last time you went into a bar and were handcuffed to the pool billard table ?

    You are going to ruin other players game if you do not


    unhook them

    repair gens with them

    take protective hits for them

    open exit gates

    get hooked

    get unhooked

    get healed

    open the hatch

    escape

    get sacrificed


    Oh wait. you are not going to be part of any of that in this situation anyway. Hmmm

  • You are talking to people who fail to create code that does not generate exits on adjacent walls.

    Developers who fail to address the most common issues both sides of the game have.

    Who fail to remove bugs for months after each killer or mid chapter release.

    • Introducing crystal clear laser 4k view across 85 % of the map with patch 1.4, no more blurry depth of field
    • Introducing all kind of wallhack aura reading perks for killers
    • nerfing survivor perks all over the place
    • removing more and more pallets. making jungle gymns easily accessible to killers
    • blocking more and more map windows and vaults with wooden planks instead of really redesigning badly designed maps
    • not listening to both side of the game for absolutely boring and dull game mechanics like camping and tunneling and gen rushing and disconnects - all easily solvable with appropriate game mechanics. Instead they focus on developing GESTAPO like enforcement mechanics that keep people in boring and annoying games


  • Its a free decision not to be in a boring game any longer. The community (and the devs following ridiculous requests such as this one) is getting more and more absurd demanding "punishments" for this and punishments for that....

  • @NullEXE said:

    It's all true. The whole hatch mechanic is a mechanic that rewards survivors for doing nothing but being the last one in a match. With a key you are rewarded for absoultly nothing but finding the free win mechanic.

    The whole EGC mechanic is a mechanic that rewards bad killers who did not manage to find and hook all survivors during normal game time. With the EGC you are rewarded with a 4k for having no other skill but look left and right all the time to the horribly spawned exit gates more than 50 % of all games on 90 degree adjacent walls by the top quality software design of BHVR....free kill with no skill whatsoever.

  • The game has massive problems in terms of game design and coding on almost all levels. Having doors spawn on adjacent walls on the same side of the map is just horrible design and/or spawn code. If a killer just needs to turn 45 ° left and right to find the last survivor you have no chance. I see a lot of people disconnect a fruitless and chanceless situation like that and rightly so.

    There are plenty of games where the developers do not show such a police like attitude but try to improve gameplay instead. It would be easy to punish killers alike for all the "tactics" that make the game dull and boring with in game measures that do not include banning people from playing the game but it just never happens. A camped kill on the first hook should yield exactly 20 points and the problem of facecamping on the first hook would probably be gone. If a killer does not inflict horror on the other survivors after hooking someone the game should follow its own story and make the killer lose points or get stunned by the entity allowing for a hook save since he does neither feed nor worship the entity. Likewise I think for proper killer gamestyle stuff like thanatophobia should be a native ability for all killers, slowing down survivors in their repair progress since under stress you would never be as concentrated.

  • So many killer players overused ruin that half experienced players have not much of a problem hitting perfect skillchecks most of the time so gens go just as quick as without it and games without ruin become even faster.

    I hardly ever use it on any killer, its not necessary. As a survivor I find it annoying that it not only stops gen progress for 3 s but also bites 3 s repair progress out of your progress bar.

    3 people on a gen not constantly hitting skill checks (which tend to occur at a ridiculously high frequency) can easily bring a gen down in short time.

    Its an overdone perk like so many bad design decision this studio delivers combined with very bad coding.

  • Why no free hatch escapes ? The hatch opens no matter if the other player disconnects or just suicides.

    Everybody here is pretending as if this was some kind of brain surgery supporting software - its just a game. And BHVR would have other means of remedy - like just granting full sacrifice points to killers for a DC for example. I don't know why everybody is demanding "bans" and "punishments" on people who either have a real life matter getting in the way during a game or just don't want to play with you....just move on, there really is no "problem" whatsoever if someone disconnects.

    The mindset behind people demanding and implementing this is indeed a problem.

  • @RIP_Legion said:

    https://forum.deadbydaylight.com/en/discussion/comment/927799#Comment_927799

    Not asking for an easy win, why not read and actually see why I said what I did and then add to the conversation. Is punishing toxicity and rewarding fair play such an awful idea?

    Its not that this game is actually rewarding hide and seek tactics. Most maps get generated with open spaces where you can see survivors across 75-80 % of the map since the engine change in 1.4. And back then generator times where even shorter than today. Most of the games I see when I play random end with at least 3 survivors dead on the hook at ranks 10-4 so I do not see how and why generator times should be extended even more. I would rather like to see a lot of design mistakes revoked or reworked, for example that killers can actually see survivors over most obstacles like boxes or hay cubes for examples. And for my taste the ultimate crutch for killers, the scratch marks, have completely lost their justification to still even be in the game at all.

  • @not_Queen said:

    As for the cancel match part, at the moment, if you are the one that crashed, you will get the DC penalty. The other players will not.

    Makes perfect sense to punish players for the developers coding errors.


    This is how you lose customers effectively.


    My swf buddy had the same. We played a different game after that.


    Fix your code, epic failure once again.

  • Of course not. A gen should take 45 minutes to repair and constantly be visible in yellow while being worked on for the killer. Also all survivors who worked on it should show their aura to the killer constantly for 30 minutes. Also in the next round possibly. Remove all pallets. Remove all windows. And still killer mains will find something to whine about...

  • Killer. If survivors have a bit of experience they can kite a killer for 3-4 gens before enough pallets are destroyed and you as the killer, having the "power role" can basically do absolutely nothing about it.

  • Extremely bad design and coding on the dedicated servers and even worse on the matchmaking system.

  • Remove all obstacles and make every map a blank white field with the survivors nailed to the ground for the first 10 minutes. Wearing rotating yellow warning lights on their heads. Please.

  • @goat10em said:

    It is actually extremely comical when you think about it. I actually look forward to all the goofy bugs that each update brings. It absolutely blows my mind how they do it. It's like "hey lets do an update and fix issue x" then that fix magically breaks something completely unrelated lmao.

    The best is bringing out a new chapter. Having a major bug where the killer gets stuck on a generator after kicking it, then promptly start trialing your DC penalty the next day so any stuck killer just has to sit there enjoying the scenery for the remainder of the match. Brilliant 😂

    It only proves to me that they either have no internal QA team whatsoever or they are asleep 100 % of their office time

  • They just proved that the QA team did not do a bad job - they literally did no job AT ALL.

  • @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/878479#Comment_878479

    This is honestly all the QoL we'd need. 7 total traps offhand with 2 at the start if I remember how many are in the map and you aren't forced in to many chases without one on hand.

    Why not have all traps start armed where they spawn ? And come up with a smarter spawn routine than all of them in the open....

  • Fix the trap hitboxes as well. How many times have you seen someone just run past your trap that was in the middle of the door and they were not injured so no dead hard active..... you instead step right into it when you take the same path. Same goes true for deploying a trap. Since dedicated servers were introduced you step and trigger into a trap you deploy 90-95 % of the time.

  • I can not think of many features games 20 years ago didn't do better. Quake 1 and Team Fortress Classic had better dedicated servers than DBD today . Set a trap as trapper, walk forward. See it triggered 90 % of the time, just one of the many examples.

  • My experience with the dedivated servers is quite negative.

    As a trapper it is no longer possible to set a trap and move on, I always have to move back and around it or lay it backwards because 99 % of the time I step into it and it gets triggered. That was not the case before.


    Hit boxes are a joke. As survivor I get hit around corners and through windows all the time even though I am already on the ground and the killer is in the first floor.

  • The QA team once again did a pretty good job prior the release....

  • Killer: Doctor / Legion / Spirit

    Survivor - doesnt matter, they are all equally just a hull to the same collection of perks nearly every round.

  • Only 50 % ? Lucky bastard ! I get 8/10 games with russians.


    And the playstyle is every time the same.

  • Why is everyone promoting and demanding to ban people from the game ? For a game they bought with real money in the real world over losing virtual points in a game they think they deserved ?


    Why not remove a certain amount of perks and add ons as a "punishment" for a DC ? Imagine losing one level of perks of all characters for an intentional DC and the amount of time it takes to get those back - i think that would have a much better educational effect on people...


    And why even punish people for it ? There may be reasonable causes like network instability, playing over WLAN, mail delivery or whatever. Why not grant the other party the maximum points and pips possible for a disconnecting player ? Nobody would lose anything who was subject to a DC and there would be less reasons to complain. I am sure one could come up with a mechanic that would allow a certain compensation for the remaining survivors to offset a disconnecting team member as well. Less skillchecks for a certain time or more progress for excellent skill checks passed or less penalty for working together for 1-2 gens or something like that....

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/768267#Comment_768267

    If something like that happens, be sure to grab a screenshot, take note of roughly when the match happened and send us your ID. We're looking for those edge cases and trying to figure out why they're happening.

    Where do I send those informations ?

  • And yet it still does not work all the time. Just finished a match where the highest survivor rank was 3 and we got matched with a rank 15 killer.

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