Starshadw
Starshadw
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I would prefer some version of the old Wraith back because what I just saw in a match against him - unless the player was exploiting - was beyond over-powered. Near-instant cloak and de-cloak, with a speed while invisible that is patently ridiculous. I literally watched his "glimmer" zip past me, through the pallet ahead of me. The only reason I saved myself was because they forgot to spin around in time to smack me before I could hit them with the pallet. I watched this Killer literally traverse the map whenever they pleased, pop out of cloak almost instantaneously and hit someone at nearly the same time. And if they didn't? They simply cloaked again to chase. It was stupid. At least the Oni has to earn his speed boost - and it's only for a limited time before he has to re-earn it.
I have never, not once, purposely DCed against any Killer, no matter how toxic. I play through every toxic chainsaw-wielding Bubba and Billy, through every toxic electro-spamming Doctor, through every Huntress with hatchets that go through physical objects.... and I am here to say that the next time I go up against Wraith in this incarnation? I am seriously consider disconnecting. That's how ridiculous this was.
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@Witas said:
It's mind-boggling how it can take 15 minutes to find 2 people to play with (a survivor and a killer) in a game with 50k concurrent players. For people who've tried the new MMR, does it address this issue at least somewhat ?
What times are you trying to play, and what timezone? Ever since the new Chapter dropped, queue times have been faster than I've ever seen, even during the US evening hours, when I was used to waiting a good 10-15 minutes for a match.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2074846#Comment_2074846
I was in a really bad mood yesterday. I apologize.
No worries :)
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@[Deleted User] said:
I'll be honest I'm kinda sick of people adding their useless thoughts on other things or suggesting that I'm wrong/crazy when I've been consistently reporting bugs for years. Full offense.
I responded to your comment because you didn't specify it was a camera problem. I've been seeing people saying that the recoil itself is a bug, when it clearly isn't. No need to get your hackles up.
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@[Deleted User] said:
I'm willing to make so many detailed threads about so many different topics.
Trickster being bad (on controller) isn't one of them. I cannot stand playing him. The only thing I'm willing to do is point out the aiming recoil bug, but I bet someone's already done that.
Given there's a specific load screen hint that specifically speaks to the recoil, I don't think it's a bug.
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The reason folks are de-pipping is because his emblems are borked somehow. Honestly, it's infuriating, and it should be at the highest priority to get fixed. I've seen probably close to a dozen streamers play him and get high scores, yet still de-pip. It's ridiculous.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2068446#Comment_2068446
I mean Trickster is a fundamentally weak killer. My best games with him have come because I barely used his power and chased people as an M1 killer at 110%. A killer shouldn't be designed in a way that using his power gives worse results than not using it. The only reason I've had a few semi decent games with him is cause of potato survivors. Any good survivors completely wipe the floor with him.
I have watched multiple red-ranked Killers matched against red-ranked survivors get 2-4ks with him. So it's not because of "potato" survivors.
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I'm growing really tired of all the folks saying Trickster is weak and then going on to get a 2-4k every match they play him.
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@Hoodied said:
Only 1 has 4k'd the whole team, another 8 have lost completely, and another didn't even 2k
How is he a viable killer again?
EDIT: accidentally deleted a whole sentence lol
I've seen more than a few excellent Tricksters getting 2-4ks, so I don't think he's "weak" in any respect. Like other unique Killers, he does require adapting to his playstyle.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/417613#Comment_417613
Pls no, it would completely destroy the atmosphere of DbD imo
What, people don't talk? How in the heck does someone speaking one or two lines of dialogue before the match destroy the atmosphere???
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@crowbarman said:
The survivor entitlement. Oh my. As posted above, you don't need a key if you just do gens during camping.
Last night I hooked a guy in the basement after finding him, about 70 seconds in the match. 3 gens pop and then my two hexes. I then proceed to proxy camp the basement. Is this wrong? Heck no. Still called out for it post game.
And I will tunnel out any survivor with a key, even if it makes me lose the match, until they fix them. So bring them, please.
Do you think the person who was unlucky enough to be the first survivor you saw and hooked, and who you then camped, had an enjoyable match, hanging on the hook?
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OK, this is weird, comment posted twice, so am removing the extra. O.o
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@Guildar said:
Any punishment invented would benefit the Survivors & be abuse-able.
Source: there WAS a punishment; Survivors abused it.
That's because the devs didn't apply similar penalties to survivors. That's the fix.
As one possible example: After 5 seconds, anyone within X meters of a hooked survivor earns no blood points. This makes the Killer move on so as not to face-camp, but also prevents survivors from engaging in chases around a hook to troll the Killer. Survivors can come in and unhook someone - and once the survivor is off the hook, the penalties are gone. So you still earn for a safe unhook, protection shots if the Killer has returned, etc.
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@Raja said:
If we only just load in why tf would you sabo a hook as soon as you can control your character!? Twice now someone has done this and I'm unlucky enough to spawn right next to them and the killer immediately shows up and I'm the one who takes the fall for it.
Is it not common knowledge that the killer will go to noise as soon as they spawn in? You want to sabo/do gen on spawn? Do it away from me and don't hide in locker like a ######### so when the killer comes five seconds later I'm #########. ######### you Ash player.
Someone probably doing a challenge. Sadly, a lot of the Tome challenges end up causing ill-advised and/or toxic behavior to complete them.
Here I thought this thread was going to be about the fact that ALL survivor sounds are still far too loud since the mid-chapter update. It's awful.
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Coming back to this briefly because I had a thought - it could also be a toggle on, but allow for use of movement keys to "break" the action. For example, instead of clicking and holding M1 during generation repair, you'd click once. If something happened that required you to get off the gen (needing to leave to rescue someone or to run away from the Killer), then simply pressing any of the movement keys would "break" the action and allow you to move.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2019818#Comment_2019818
You forgot to also mention killers.
Regardless, red ranks are no fun.
I have been dismayed at the number of toxic players - on both Killer and Survivor - at red ranks. Which is a fundamental flaw in the game: it rewards bad behavior. People engage in toxic behavior because the game rewards them (and even encourages) for doing so.
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Unfortunately, I think the new rank reset to 20 that's coming is going to lead to more sweaty players on both sides more often/constantly as everybody wants to rank up for the extra bloodpoints.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1995721#Comment_1995721
just to correct that, no they weren't moving slower than they should - their fov had changed so they appeared to be moving slower. There was a specific bug that was hard to trace when in Frenzy because it was a standing lunge in frenzy, which isn't something often done, which is why reports were scattered on it. But their speed was never adjusted.
chuckle All I can say is "Something just ain't right" and hope someone takes a closer look to triple-check that everything's OK. I appreciate you taking the time to respond! <3 <3
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I know that we recently had the whole issue with one of the Killers - I think it was Legion, with the frenzy? Where as it turned out, yes they really were moving slower than they should. Basically, I hope someone continues to look into this because I'm not the only one saying this - I've seen others on Twitter and elsewhere say similar, that the survivor speed just doesn't feel right. Like I said, it's not massive - it's not 25% or anything. But it's enough that something just doesn't *feel* right, and I don't think it's just down to the animations. :)
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@DebunkedMonsters said:
The struggle phase can currently be mitigated by changing it to the mouse scroll but I'm not sure how that affects other aspects that use space. Nothing that can be done about the AD spam on the shoulders though.
Change both of those to skill checks - or give folks an option to change it to skill checks.
The other idea I had was to have those phases be having to press random keys (or controller buttons) - could even be the movement keys (I don't use WASD, I use the arrow keys). I kinda like this idea, because they could, if they wanted, let folks wiggle faster / get themselves more time on the hook in second phase - depending on how quickly they were able to follow the random pattern that appeared.
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I'd say the new Killer is more inspired by Gambit from the Marvel-verse than hackers. I love it.
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@Lefrongo said:
Yeah better not to criticize or say anything otherwise you're gonna be called out as a "homophobe" by anyone as of now.
I personally LOVE the new Killer's aesthetic and visuals. I hope we see more Killers who aren't visually hideous/horrific.
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@PistolaHextec said:
I started playing DBD because of the killers and Played with all of them... I started with the wraith, I loved the "fake" stealth but as I got to better and better ranks, survs just started getting more and more toxic, constant flash clicks, constant teabag, and constant sabosquads... So I had to adapt, started with the doctor and everything was fun again... you gonna body block to unhook? I will shock you to oblivion, gonna flash stun after a pallet? shock, gonna tried to save your teabagger friend? blast and hit. But once again I got to even higher ranks and I started getting constant SWF with map offerings and keys, SWFs with the same clothes, and once again I adapted, I got around playing Freddy, and now? I am dirty Infinite Freddy main with Mori in almost every match...
Before you downvote and judge me... Think... Are you creating the toxic killers that you complain about so much?
You may think that it is childish and toxic to the game and maybe you are right. But I just got tired of getting spammed with toxicity, I got tired.
Have yourself a good day, and may our paths never cross on the trials because you will be here complaining about me.
Nope
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My win conditions don't change whether I'm playing survivor or Killer:
- Did everyone get to engage in the typical activities for their role? As in - chase/be chased, do gens, do totems, hook survivors, etc.
- Did everyone make decent blood points?
If those two conditions are met, I consider the match a win. I don't care if I escape, I don't care if I actually sacrifice/kill anyone.
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The UI is the least of my concerns. I'm far more worried about the slowness of survivor movement at all speeds and during all actions.
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@MudSpit83 said:
The animations could use a few adjustments but there’s no need to revert them back to those 2-3 year old outdated animations. Everyone is overreacting to these changes, like come on...are you seriously spamming BHVR’s twitter page about this crap? And then giving the game bad reviews on steam because of it? This community is starting to become sad and pathetic at this point.....
I find the new animations clunky, but I'm fine with them UNLESS they are the cause of the movement speed issues I'm seeing. If they are? Then they need to make fixing them a priority, and if it's not something that can be fixed within the next couple of weeks? They should revert to the previous animations until the issues with the new ones are resolved.
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@Phasmamain said:
I like them honestly
I'm not sure if I can say I like them - as long as they aren't the cause of the current movement speed issues, I can certainly get used to them. The walk/run is clunky, and far less realistic (you can see it in how the rest of the character model jerks around during those movements - something's borked there). If they ARE the cause of the movement speed issue, then they need fixing ASAP.
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@rubixscube said:
i don't understand this thread at all. only the ANIMATIONS got changed, not the actual movement.
you can't juke like before? that's not the devs fault, just your own.
I think the movement DID change, though, that's the issue - particularly speed. Something's not right. Whether it's a side effect of the new animations, or a separate issue from them, isn't something we can know.
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@ShadowRain said:
They can clearly see people are not happy with the new movement and UI so if they revert it they actually care what we think. But if they leave it as it is they don’t give a damn about us. Now we wait..
I think we can all get used to the new animations (aka the "window dressing") UNLESS they are the reason for the movement speed issues I'm seeing. All survivor movements - turning, walking, injured walking, injured running, uninjured running, exhaustion perks like Sprint Burst - appear to be slower than pre-update.
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@_HN_ said:
Yeah, they really dont feel like they are running anymore, especially when wounded.
Yes. Something is not right about the movement speeds. At all. Running doesn't even feel like running, and Sprint Burst felt only a smidge faster, it didn't even appear to be an actual burst of speed.
Something else that worries me is I felt like ALL character sounds - breathing, injured sounds - were louder.
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I do agree they are clunky. But my main concern is functional - as in, all of the survivor-sided movement speeds feel slow. I literally felt like my character was moving through molasses when she was running.
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@e_j2007 said:
i do kinda the new layout for the information in the match but the animations for surviors running and limping look really weird and kinda look like the animations from when dbd was in its beta
I think they're OK, but I will admit to them looking/feeling clunky, not smooth.
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@Liqhtninq said:
I got used to all the animations after a few games. The idle standing animation is the only weird one that stands out to me.
Yeah, I don't mind them at all. It's all of the movement speeds that are concerning to me.
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@h0lden said:
Seems hit detection is either off or they some how messed it up. I am sorry, I main killer and have been noticing some weird hits. All I can say is that I hope they hotfix this faster than last patch when they bugged 4 killers to the point to where they were unplayable.
The worrisome thing is that hitboxes and hit validation were borked before this update, so they somehow managed to make things worse...
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@WishIcouldmain said:
I'm getting sick of nerf BBQ people all they say is killer clutch. A perk with 4 counters. I'm sick of people not going into further depth on why they say it is OP. So all you baby survivors who can't do the four easy counters to a perk. Explain to me how every Killer can effectively use the Aura reading don't say anything that includes every killer. Becausese every killer is different don't treat them the same. So go ahead explain why BBQ is apparently OP and super oppressive on every killer. Saw a Nerf BBQ supporter say it's good on Trapper so someone surprise me.
I'd say its multiple benefits, combined, are too strong, to the point where it's honestly a shock to have a match with a Killer who isn't using it. The survivor-side perk that gives the extra bloodpoints isn't as simple to activate, requiring the player to always be running around near the Killer in an attempt to activate the perk as opposed to working on the primary goal of the survivors. Remove the bloodpoint boost on BBQ and leave the aura reveal. Create a different bloodpoint perk for Killers that requires a similar amount of work/risk to activate.
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@ukenicky said:
It's not that hard to keep track of Survivor hook states. Take it from someone who keeps track of Survivor infection timers as Plague.
Idk you just get used to these things micro managing everything as a killer. It's no big deal.
They're making changes to make survivor solo queue a little less awful and I'm happy for that. Making this info available to killer feels like it would just undo some of that and encourage tunneling.
Yes tunneling is a "valid" tactic along with camping but BHVR doesn't encourage it nor should they.
By stating toxic behavior is "valid" they implicitly encourage it. Adding the caveat "in certain situations" doesn't help. That they chose not to give the Killers access to information to make certain poor behaviors even easier is the absolute *least* they could do, and they should be doing so much more.
The percentage of toxic Killer matches I have versus good Killers who play well and create a fun match for everyone has been on the rise, and this statement is only going to make it worse, as players take it as permission from TPTB to behave badly. And I've grown tired of the "well, there are perks" excuse that gets repeated. It's simply not possible for a survivor to slot all of the perks needed to deal with every toxic situation, so stating this is how players are supposed to deal with it is not helpful.
I also found the "just trust us, it wouldn't be fun" a little insulting, as though we as players don't know what we find fun/not fun in a game. The best matches I'm in are with Killers who don't engage in any toxic behavior (rare as they are, and I give thumbs-up at the end of the match to every single one of those players) - and they still get their 4Ks more often than not. The difference is that the survivors get to have fun in the match and earn bloodpoints, too.
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Good grief, that's so sad. Looking at the bloodpoints, I'd call that a fun, successful match for everyone!
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The unwillingness to do anything to deal with toxic gameplay and toxic players.
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@[Deleted User] said:
Just had a streamer just abusing his team so much, insulting them and such in post game.
They just kept going on insulting me, insulting their teammates, being a vulgar awful human being- yet this person has more viewers/followers than some decent streamers who are not terrible people.
This is the kind of behaviour that this community endorses and chooses to exemplify as the "okay" behaviour. I just can't stomach it any more, nothing is done about this kind of thing in game, I know there is nothing done because I have reported someone in our discord for telling people to go kill themselves, get cancer and die, and so on in postgame chat in the few matches I played with them and nothing ever came of it ever. Eventually they got banned from the discord thankfully at least.
Still; why on earth does this community insist on treating everyone like absolute garbage?
Report them - that's what has to be done. Report them every time you come across them behaving badly in a match.
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@Qikin said:
https://forum.deadbydaylight.com/en/discussion/comment/1894482#Comment_1894482
I can respect the attention to the game balance, truly. But I think that fact alone you don't really play killer is evidence enough that something should be done. Video games are for us and it should be us, players, that should be considered first and then game second, not the other way around. The fact that many players with such problems have to play killer with perks like 'Monitor and Abuse' or 'Shadowborn' instead of many others, better suited for their playstyle or killer they're using, is where the talk of "balance" should start.
I'm not sure how to balance this potential change, apart from obviously increasing Survivor's FoV as well, because I belive this would benefit killers more. On the other hand, there's been talk of how killers are potentially struggling against good team of survivors for years. Maybe removing tunnelvision from them would be a good start. And I, as a survivor main, would even welcome that change.
I wouldn't mind if the game were 3rd person for Killer as well - but something would absolutely have to change if the Killer could easily see multiple survivors at the same time. The "tunnel vision" of the Killer is a key part of the game that allows survivors to be working around the edges of that vision. And then, of course, there's the issue of some folks liking the 1st person view - which is why this is such a complex issue. Because how would the game be able to adapt to Killers choosing 1st person over 3rd person, etc. in terms of survivor abilities? I'm not sure it could, and that would then force Killers into 3rd person so as not to nerf themselves.
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I don't believe it's SWF that's killing the game. I think it's toxic behavior (on both sides) that's slowly killing the game. People get tired of it, and move on to other games once they finally can't stand it anymore. Honestly, SWF no doubt helps keep players around longer because you can joke and laugh during even the most toxic of matches (whether it's a toxic Killer, or a toxic random player the SWF queued up with). If I didn't have friends to play this game with, I'd no doubt have left it after the first few weeks of playing.
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@Qikin said:
I like how everyone said that colorblind mode must be in-game (which I agree with), because some players just can't play the game but now all of the sudden making the game more accessable by giving them more options is somehow "unfair".
FoV slider is a MUST. People have different setups, different monitors, different eyers, but there's NO denying that low FoV makes many players motionsick, especially when playing from first-person. If the devs want fixed FoV for all, increase it to Hor 90 (which is considered a STANDARD) and make it Hor+, not Ver-. It will not be enough for everybody, but it's a start. Of all much more competetive games - PUBG, R6S, CSGO, Overwatch, Valorant, Call of Duty and many, many others, only CSGO and Valorant have fixed, very high (90 and 106 Hor+) FoVs, the rest allows you to set it to your preference. It's not about being at advantage or disadvantage, it NECESSITY for MANY players.
The lack of brightness settings is a joke, and very unfunny at that. How come that players with NVIDIA cards have the option to change in-game brightness along with other options? Or players with better monitors, being able to do the same thing within their monitor's control panel. How come that this isn't considered unfair? Pay2win? Stealth was maybe once considered important, but the dev team killed that idea themselves with the introduction of cosmetics. The meta shifted long ago from hiding from killer to escaping from killer. And with that I see no reason not to add brightness option to the game.
And I would also point out that in live service game, after 5 years being on sale, in 2021, there's no resolution change option. I think this speaks volumes. I wish BHVR the best, but I just don't see bright future for them or the game if they're stuck with the past mentality.
Note: I am someone for whom first-person view causes dizziness and nausea, so believe me I totally understand - it's why I don't play Killer often, or in any way try to be competitive at it when I do (I play Killer to get through Tomes, and for no other reason). I didn't say giving a FOV slider would be unfair - I said that it's an actual balance mechanic in the game, thus if the Killer was allowed to widen their FOV up to X amount, then something would have to be given to survivors to compensate for that.
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@Blightgoesbrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1893691#Comment_1893691
oh wow, it would be SOOOOO difficult to rework these two perks and make FoV a graphic option, sooooo difficult
In general, I'm all about giving folks more options that make games more playable. However, in the case of Killer FoV, it's an actual mechanic of the game, intended to balance out the Killer's prowess by giving survivors a better chance at hiding if they can maneuver to stay out of LoS. If they were going to allow Killer players to choose to widen their FoV with a slider and not a perk, they would have to give all survivors something (not perk-related) to balance things out.
As for graphics, I have no idea why they don't just put in color sliders so each player can set their own preferred color options, everything from white to all colors of the rainbow. If one player wants to see bright pink scratch marks and chartreuse gens and yellow chests, and another person wants everything to be purple, who cares? The only person who will see that is them (and their viewers if they happen to be a streamer), so there isn't even an "immersion" argument that can be made. Who cares? Let people choose the color of the silhouettes.
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I was frustrated to see far too many questions about "what new stuff can we entice you to spend money on?" and far too few questions about "Hey, please tell us what needs improving with the game."
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@Alphamav said:
Make it rewards for reaching each listed rank...1,175,000 or 2,350,000 for making rank 1 in both.
If it were me, I'd eliminate ranks altogether. Offer the various additional bloodpoint reward for either 1) xp earned each month or 2) bloodpoints earned via matches each month. Both reward folks for playing, and gives higher rewards for folks who play more.
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@dlaneyphotos said:
Why? Why? Why do we ALL need to be reset to 20’s? I am a 7-9 I have worked hard I just played killer 1’s who killed all survivor’s in under 1:00 mins. I was playing with a 5-8-9-15 they killed us. Before that we were a 8-9-15-20 and the poor 20 girl was brand new we had a 1 killer. I have so many friends who are quitting the game. I don’t know what these people are thinking resetting us all to 20’s I think the game is done people won’t stay
I brought this up a few days ago (and for some reason, my post got moved to the Feedback area so of course, never really got seen) - I am very concerned about this coming change and what it will mean in terms of even more toxic gameplay happening in-game.
Right now, we've all come to expect more toxicity the week before and the week after reset, as people 1) try and go up into the next rank color before reset and/or 2) regain their lost rank right after reset. And the we had at least something of a break (of course, there are some players who are always toxic, so it's never been a case of "Yay, no more toxicity!" but at least it wasn't every single match with sweaty Killer and survivors).
This new change, I fear, is going to lead to more players engaging in toxic gameplay all month, as they try and rank up.
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@RabidMeg said:
https://forum.deadbydaylight.com/en/discussion/comment/1109064#Comment_1109064
Actually I'd like to see some of this proof you speak of. I tried to search for it just now and all I found was countless videos/post of how bad the hitboxes are.
You mean like the video clips posted in this same thread literally three posts before yours? Or the screenshots posted two more above that?
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@DemonDaddy said:
Stealth, do totems, perks to help track freddy so you can quickly jump on and off gens
In general, I really wish folks would stop giving advice regarding running specific perks, because you literally cannot run a perk for every situation you might find yourself in unless you are playing SWF and you coordinate perks so that all bases are covered by at least one person (and some perks are only beneficial to the person using them, so even being able to do this wouldn't cover all situations for all players). Since matches are random and, unlike the Killer, survivors don't get to see who they are up against and thus can't possibly change their build to be better-suited against whatever Killer they are about to go against, saying "well, run a perk that helps with x" is not useful advice.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1865021#Comment_1865021
Ok that is something I didn't know.
All I saw in a different thread was peanits say that they did use that.
Can't remember if he said anything about perks and add ons or something.
I also said In the thread that they will get only a part of the info of the match.
Like, was the killer slugging from the start?
Did the survivors rush the gens?
Did the killer or survivors kept the match hostage?
There are so many factors why someone gives it a 1 pop, so it could have nothing to do with perks.
But it might explain why they are always so eager to change perks.
That's why folks should take the time to file reports after the match, not just tick the "did not have fun" dot. If you have people engaging in toxic behavior, report it.
I, too, have noticed I'm still getting some VERY sketchy hits, given the hit validation was supposed to correct it.
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The new escape rates are overall detrimental to survivors - if you aren't out after the second attempt, you're pretty much done for on all but the largest of maps, and that's only if the Killer happened to be all the way across the map from you and occupied doing something else.
