Steel_Eyed
Steel_Eyed
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- Username
- Steel_Eyed
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Comments
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@Chilli_man2400 said:
Not to point fingers at anyone here but there is one YouTuber who I hate now because of this change. The devs finally address the grind reduce it by making you get 2 million points and then this guy complains the players are leaving and there still supporting a ######### match making system(which is has flaws) and says giving us more points won’t help. Are you ######### kidding me they address a problem and you bring up ######### so stupid
He was spurned by BHVR when he lost his Fog Whisperer status and wants to evangelize players to VHS since he has developed a (closer) relationship with them. I saw his video as just politics.
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BHVR really can’t win. Remember next time a player says ‘They don’t listen to the community enough!’; That it includes thoughts like OPs.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2748507#Comment_2748507
understood...so you think it needs reducing then? :)
Frankly I wouldn’t even mind. BHVR big spending over here.
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That’s actually ridiculous for grade resets. Never thought it’d be that much.
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@Minecraft said:
people who enjoy that don't go bragging about it on the forums. you're mad and sad
Lol ^
Sir. Get off the horse, sir. Truth is I just tell my friends that also play about post game salty moments. It's hard to get those reactions across in text on the forums.
I enjoy the banter in the end game chat. It's not whatever stereotype you imagine it being lol.
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I think Pinhead needs to be lumped into high skill cap tier. It’s a lot.
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@BlighTown said:
https://forum.deadbydaylight.com/en/discussion/comment/2747224#Comment_2747224
Oh, nice. Classic Ghost Face is 50% off. That's about 500 Auric Cells?
Yup. That's one of the ones I bought. The bleach white mask is only 200 auric cells, reducing the usual 1200 to 1000 for Classic Ghostface.
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@Steel_Eyed said:
Ghostface has a lot of great cosmetics. There’s a couple I’ve been eyeing. Any idea on the prices?
For those like me who wanted to know the discounts ^
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Ghostface has a lot of great cosmetics. There’s a couple I’ve been eyeing. Any idea on the prices?
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2747131#Comment_2747131
Well spent. As I've said elsewhere in this thread? Classic Ghostface is essential and ON SALE NOW!
The news did not say cosmetics were on sale. That’s exciting!
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https://m.youtube.com/watch?v=-c8ueIVhdAY&t=1s
Youve probably never seen a 4k achieved like this 😝
Wish I had recorded the entire match!
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My latest purchase was Elodie’s reindeer onesy. I even added “O Deer!” To my Steam name lol.
Otherwise, I have been eyeing Plague’s Maggot outfit. I purchased the crown but I think I’d like to complete the set.
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@anarchy753 said:
Combination of a few things.
First she takes a lot of work to play well, which many people don't want to get involved in. They want something simple and effective.
Secondly, when survivors know how to play against her, it's a lot of chasing people running in straight lines. There's not much chance for mindgaming on a killer who should thrive on it, and she has to instead rely on landing long range hits on someone running far away who can easily react to the direction a crow is aimed.
Lastly, it's way too quick to dispel crows. It's part of her skill cap, but if you aren't basically lining up the next crow as soon as one hits, you aren't getting the damage, and it feels very unrewarding to have to swarm a survivor multiple times before one counts as the damaging blow.
This is the problem with her. The counterplay for exists and is already figured out. Leave tiles she traps, tease the killer into releasing the crows while juking, escape with W while she endures a cooldown. I think she needs buffs to her cooldown, particularly when releasing two crows. Nine seconds is just too high when survivors lose crows in eight or less with a locker.
Plus she is vulnerable to bully squad like behavior. Flashlights burn crows, leaving her in a long cooldown. Teammates can also run through her crows without punishment when she’s chasing another player.
I think reduce crow cooldown by a few seconds for releasing two or three crows and bring back crow bombs. Maybe add additional time to burn crows cause it’s very quick.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2746981#Comment_2746981
I wanted to play Artist but had to play other killers to unlock the perks I needed, so I ended up playing very little on a weekly basis (not even daily, weekly). There are too many stupid teachables cluttering up the Bloodweb, including her own teachables which take up two perk slots on every Level 50 Bloodweb. By the time I finally got my perks unlocked on Artist, I lost interest in playing her.
The grind does not help keep players interested. At least, not all players.
There’s many roads to take with your message. I can say that my PC account greatly benefited from my experience on PS4. On PS4 I unlocked teachables from advise of friends. On PS4, when I decided to prestige, it was more difficult then it needed to be. From that experience, on PC I prestige one character at a time, targeting characters with the teachables I liked most.
It quickly led to having five, six, seven characters all P3 with the perks I liked most available (since I had so few teachables unlocked initially). Even if on my sixteenth character I wasn’t able to get a nice build while prestiging, I had at least ten that did. That could be used to level up each other and new characters.
You mentioned not having the right perks on Artist. When she came around, I had the right perks on 25 other killers to play around with if I wanted. Then eventually hit level fifty, burned all her puddings and streamers. Prestige. Rinse. Repeat.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2746987#Comment_2746987
Yes and no. 4-person swfs do have a significant advantage. Per the Developer Update this month for instance the devs show them having a 15% higher chance of escaping compared to solo groups (with presumably 2- and 3-person squads having roughly proportionally lower bonuses, so something like +5% for 2- and +10% for 3-person swfs).
However that being said 4-person swfs are definitely the minority. I think about half of all matches are solos, and half of the rest have 2-person swfs and 2 solos. It's probably only 5-10% of matches that have full 4-person swfs. So if someone thinks they're "always losing to swfs" they're probably wrong, most of your losses are due to regular old misplays on their part.
This relies on the assumption that joining a SWF makes a player better. I think it’s the other way around. A good SWF is just a collection of good players.
I read that +15% survival rate as what good players earn.
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@km66 said:
https://forum.deadbydaylight.com/en/discussion/comment/2746987#Comment_2746987
I'm pretty sure that SWF are winning for multiple reasons: comms, a desire to save each other, team work, etc.
You don't always have this comradery (to name a perk) among solo teams. The comradery does make a difference.
Usually the SWFs being complained about are just collections of good players. People want to play with other good players.
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I was actually playing him recently to collect more iridescents for after the mid patch. Looking forward to his buffs. I think I’ll be okay if some uncommon addons get nerfed.
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@AgentTalon said:
https://forum.deadbydaylight.com/en/discussion/comment/2746981#Comment_2746981
Dang, what kind of hours do you have on this thing?
I’m devotion twelve currently. Funny how many other players I talk to who are devotion 12 too who just did not spend points the same way.
Really I finished prestiging all characters around devotion nine or ten. For context.
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SWFs aren’t winning because of voice comms. Killers are mostly losing to good players making good plays.
And don’t forget, it’s not a SWF when you 4K a trial! Those weren’t real SWFs at least. Even though they had comms.
Win chases and you’ll see any team unravels.
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I’m on the other end of this topic. My grind is pretty much over. Everyone’s P3. The killers and survivors I enjoy most have all perks unlocked. It really wasn’t that bad to do (often finishing multiple prestige project during events like the one coming up) and I don’t know if this game would retain players interest if everything was just automatically unlocked.
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Idk. I enjoy high level oftentimes. Plus there are (or at least were) some literal imbalances.
I’ll start by saying I’m of the opinion that the changes made by the developers have been almost all positive over the last two years.
When I think back, Things I disagreed with at the moment of change, upon rewatching what it was like before to what it is now, makes perfect sense. A recent example is Deathslinger. Watching an old Zubat YT vod of slingers insta ADS was broken and silly.
Watching Hillbillies get one hit downs in a little over a second was broken and silly.
Watching Marth88’s prenerfed Nurse looks sooooo easy compared to the modern Nurse gameplay. That’s back when everyone thought it was a rare unattainable skill.
Players are right to say there are inbalances, but if you ask me, we are at the most balanced moment in this games history.
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I thought I would hate this thread because obvi troll material, but OP is actually a well written troll post. 12/10. I’ll bring scooby snacks on my next read.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2745502#Comment_2745502
People don't like that they bring three flashlights and can't blind me?
Dude - This is why the new Black Grease addon is bad. I have to LET the survivors blind me for the bonus. It’s ridiculous.
It should be reworked to additional charge time while chasing a survivor with a flashlight. Like +10%. Plus it’s silly that survivors get to pick when I get to use my addons and not the other way around for all other killers.
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If Fearmonger caused obliviousness (too or instead) it would be hands down meta.
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@Pizzasauce said:
I've had 6 dcs in the past three games. :( What'd Billy do to you all?
What aren’t you telling us? 🤨
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Last 1.5x was three weeks long when Covid really first hit in 2020.
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Stitching the masks together would actually be a really clever idea!
But I agree with Police also on never using the masks after unlocking them. The P3 mask was just better.
I’ll actually use the shards though.
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My feeling is it is their nudge to get players to use other addons on Twins. They actually have some really solid, un-tried addons.
I do like speed addons mixed with Toy Sword. But try:
- Sewer Sludge & Weighty Rattle
- Silencing Cloth & Bloody Black Hood
- Drop of Perfume & Madeleine's Gloves
I am surprised they targeted Stale Biscuit with this addon touch up, but that one is great with the speed addons as well. Also also glad they are upgrading Baby Teeth. It would be nicer if it made a survivor with a backpack blind while holding Victor on top of thirty seconds after, but Baby Teeth was by far the worse addon before.
Try it out.
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The unlimited mobility was too much. That’s it mixed with toning down all the maps at those times. The maps were survivor sided.
A lot of broken killer things were allowed, because both sides were broken. Once map reworks came through, Nurse, spirit, Billy were nerfed.
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Marvins Blood isn’t even like his best addon. Its a yellow addon. Id much prefer strength from the greens, purples, and reds.
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@Colton147147 said:
Stretched resolution gives killers more advantages than survivors.
I do not want to argue this. Add limitations to stretched res by limiting the area of the visible screen.
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Maybe if the zombies were stronger they could actually compensate for the eight extra health states. Unfortunately I find him weak and unfortunately I find him incredibly fun.
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Black bars.
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I had a similar match recently. Three survivors got downed behind the only hook in a huge swath of the map. Azarovs. And that hook got hit with Breakdown. They eventually crawled out.
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@gendoss said:
I like how somebody asks for advice on how to play a killer but then you get a ton of people that say "DON'T PLAY HIM HE GOT NERFED HE SUCKS NOW YOU WASTED YOUR MONEY." It's really sad people can't let other people enjoy a character.
He did get nerfed, but he doesn’t suck now.
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I personally think it’s rude to discuss leaks on the forum.
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OP is now suspicious of trolling the board. 7/10. Will maybe read again.
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I think Monitor and STBF are his best perks. Period. I run those with BBQ for points and Pain Resonance for passive slowdown.
Before MMR I used Whispers over gen regression.
He is nerfed, but I find him still competitive. Being that you are new to him, you won’t have to unlearn his ADS. Just get used to this one. What made him powerful before is still present. The hit-shoot-hit is still very viable.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2738696#Comment_2738696
You underestimate corporate greed. It is the foundation of society today, if you live in North America.
Greed is good.
I would like shards as well.
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The character only costs like 500 auric cells. They’re not going to give us 1600 for owning the character.
Also common character items are only worth like 100 iridescent shards. 6000 for not even unlocking them is overpayment.
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I think you’re okay OP. When I play killer I am personally against ‘snitching’ survivors. If they sellout a hiding teammate, I always hook the snitch then leave for the sellout to unhook lol.
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I’m jealous. Sluzzy usually has DS when I tunnel em.
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Were you vaulting the windows? If a killer was vaulting they may not ever catch up. My tip to newer killers is to never vault. Most of the time it is the wrong decision.
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I AFK when I confirm a hacker in a trial.
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@Peanits said:
I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.
First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).
We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.
As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.
With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).
But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.
On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.
The reaction to the stat by BHVR in the Developer Update was I think the correct response to this ‘issue.’ Give a little bit more information to all survivors.
Players already can know (killer and survivor) what health state each character is in and whether/when a player is hooked. So it’s already part of the game to have information on all the players without line of sight. We even get to know when an obsession is in chase.
My argument that SWF is not naturally overpowered, even in the face of the higher escape rate, is in my experience SWFs are collections of good players. It’s not that they coordinate so much better if they were together or not. Comms or not.
Good players have more positive results in their matches.
Players in solo queue who witness another player do really well will invite that player to join with them. There is the beginning of how SWFs are typically formed.
Taking in what I said above and how that rips apart the escape rate stat makes me realize how incredibly difficult it would be to try to balance an ‘issue’ like this and circles back to why I think the Developer Update response is the best step forward at this time.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2735680#Comment_2735680
Isn't it 20 metres on first blink and 12 metres on second blink?
I thought it was ten tbh. The wiki confirms twelve meters.
To talk about Pocket Watch, I never bring it because I figure there will be more times I wish to end the blink sooner (get through fatigue) than times I wish I had more window to blink. Even if it’s a hair of time, I’d rather keep it unequipped. I never run this add on.
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The max range addons don’t affect the range of the second blink. Pocket watch in theory could. OP brought forward a really good question.
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She’s still good. In my opinion, it’s the last thing Anarchy said above: winning with the “lowest level of investment.”
Forever Freddy. Stridor Spirit. Now I’m seeing a lot of Camping Cannibals. There’s just a chunk of the playerbase that enjoys this theme.
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His chains come down to knowing when not to use them. When to just cancel.
He is extremely oppressive with the Iridescent Lament Configuration and Torture Pillar. Tack on Hex Ruin and Hex Undying. The passive slowdown from these addons and perks in combination with each other is usually unbearable for the survivors. I have never seen so many players just give up like against this. Makes me realize his nerfs were the right decision, yet they still work just like before.
