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SunderMun

SunderMun

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SunderMun
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  • Ruin changes are good for the game, so whatever.


    Big buffs to killers last two patches while also nerfing coordinated swf sabo, big nerfs to toolboxes.


    Don't get me wrong, the game does feel horrific as killer right now...but it does for both roles. Fact is, there's a cycle of sweaty toxicity that has finally begun to reach boiling point, so it seems.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1120891#Comment_1120891

    I never cared when a survivor DC'ed. It's possible for me to play a game and still have fun even if we aren't likely to win being down a person right away. The last three times I had a teammate rage quit when they got knocked right away, the killer slugged everyone else at five gens. Queues take long enough for survivor, this game doesn't need less people playing it. And it's bringing out every obnoxious killer move there is.

    Oh and when killers DC'ed and I lost out on who knows how many thousands of BP, it still made me laugh.

    When a survivor DC's rather than killing them self on first hook, at least everyone gets points for it. When a killer DC's, the survivors get survival points and the killer gets to be out of the game they don't want to be a part of.


    Now people just kill themselves on first hook, killers AND survivors intentionally make it their mission to make others DC, and we get punished for not wanting to be in a boring game, or for being forced to DC by a game-breaking bug. DC penalties were always going to be a pathetically stupid idea, especially given that dedicated servers added to the issues with regard to bugs.

  • Let's not forget, there is no cooldown on it whatsoever, which is something we were told we'd get. :D


    So if you wait a week between DC's it will still accumulate. :)


    Those 'super rare' game breaking bugs are enough to make it increase vastly LMAO

  • I've used it and had it used on me, to a very oppressive effect. It's not going to work on every killer and every build, but it definitely works with a niche. Which is a lot more than can be said about so many perks.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117743#Comment_1117743

    +1

    They were enabled for a day or two on XBOX One. Made me wanna uninstall.

    Even with a green ping I felt a delay using my power allowing survivors to reach windows/pallets and as survivor I got hit from MILES away (visually on my screen. I know it looks different from killer's pov but that doesn't make the gameplay less #########).

    Right now XBOX is back to peer to peer and everything works great again. I recon I will just move to another game for good when they enable the servers again. DBD is not playable with dedicated servers as it's a distance based game like no other game in the world. Every inch counts during a chase so you can't have a client be a few meters next to said client's actual hitbox. It's not skill based gameplay when the dedicated servers decide whether a hit (visually) connects from miles away or not.

    Those bad hits don't look different from killer POV at all unless they're using a VPN and playing in EU from china or something (which is cheating!) I've hit many a people throguh a window at a point where I shouldn't be able to, but conversely I've had so many M1's literally go through the bodies of healthy survivors that it's obscene. This includes when they're just beginning the fast vault animation, too. And when they're running around in my face...or i catch up to them. (The no hit reg thing is actually a bug related to servers, IDK how exactly it works but it can be abused if a survivor knows how...and they will be invincible)

  • I brought a skeleton key with the green bond add-on and a range add-on for info for both games and sat on gens away from where I could see a chase going, then as soon as it spawned I'd immerse around looking for it. If it was a last 2/3 situation, I'd use the bond to find the others and bring them to me. Did that twice in a row no real worries, tbh.

    I as even running with perks selected by a random perk wheel, lol. It was meme.


    This challenge is AWFUL not for the person doing it, but for the killer. I mean, this week half of the escapes vs myself have been directly because of a key being used on the hatch after I've spent 5 minutes looking for survivors. I don't see myself playing much until i know the majority have done this challenge...devs clearly didn't think this through.

  • @shalo said:

    Australian's on PC and PS4 are connecting to a dedicated server in Singapore, that's our closest server, getting pings from around 50 to 100, as far as I know there is no DBD server in Australia, there may be plans for one, who knows.

    But it seems XBox players are not getting connecting to that server, they are getting pings over 200.

    On PC there's definitely one in Sydney, but those in places like Perth usually get Southeast Asia as it's ever so slightly better ping

  • @Malik1178 said:

    Its not all about killing survivors to pip. As long as you kill at least 2 survivors and di well in all your other categories then you should pip. If your only averaging around 2 kills per game then you need to step it up

    You can pip off only 1 kill. I've done it multiple times.

  • @Peanits said:

    There's a very simple answer to that; because an average typically means a draw. You shouldn't rank up or down in a draw, that's usually a good indicator that you're at the right rank.

    The whole point of pips and ranks are to match you with people around your skill level. If you're having even matches already, you shouldn't be pipping unnecessarily.

    I agree with the idea, however matchmaking gives low rank killers very fast queues into high rank survivors, so unless we get a change to that issue, even with an MMR system, this will rarely reflect killer skill level with regard to their rank.

  • Yes. Every time I refresh a page if it's been more than 5 minutes since I looked at the tab. Incredibly annoying.

  • Lmao the number of people who think the OP actually wants Billy to be nerfed is depressing...

  • Yes, that would be an instant improvement, but still pointless tbh

  • The game seems fun to you as survivor? Lucky you. Both roles suck hard to play.

  • Just remove struggle and wiggle already; they're pointless parts of the game and very annoying.

  • I mean they literally just shoved DC penalties down our throats, so not really. The changes do seem good for the most part, though...looking forward to the chapter itself and seeing what the killer and survivor have to offer. :)

  • I found it a pointless perk to run anyway and didn't even realise it doesn't work uninjured. There is no rhyme or reason for this requirement; it has to go.

  • No, the game suffers for it. There are literally people who go into the game with the intention of making the experience miserable for other players simply because of this penalty. It needs to go for the health of the game.


    As a survivor, I'd much rather get the points for another survivor DCing than have them kill themselves on hook right as I'm on them, and lose points/waste time for it. :)

  • *reworked. And so far i sounds more fair. Actual reason to run saboteur now...and breakdown, too. And hangman's trick. I like it.

  • Don't bleed or moan...also avoid grass. And don't run, she can hear that too. Stand still. Biggest mindgame of them all. ;)

  • @YaiPa said:

    You really shouldn't expect survivors to know the totem spawns on every map

    But we should expect killers to win a 4v1, with the current gen speed, winning 12 chases because tunneling and camping are bad, lel.

    Completely different discussion. Nice derail. :)

  • So someone questioned the decisions of the devs, which in most cases is very fair, and lost their Fog Whisperer status? With some that have that title and the way they act/talk, I doubt this is the case...the devs don't pay attention to them at all. If they did, there'd be maybe 2 left..

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098493#Comment_1098493

    This; and if it is happening at higher ranks, it's because survivors in those games are pepegas.

    Actually...it's prevalent at high ranks as well, but much less common in mid ranks.

  • @HellDescent said:

    you got behavioured. EDIT: They always close tickets without solving them. It's a common practice for them

    This is sadly true.

  • @[Deleted User] said:

    It should at the very least be against the rules to try and discourage it, but it's not even that. This is the only game like this I know of that openly allows it.

    Most online games allow it,though.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095224#Comment_1095224

    He’s saying reducing the timer means very little since it’s so RNG based anyways. If they get it off on the first try that 30 seconds doesn’t matter, if they don’t find it for 2-3 boxes that timer probably didn’t matter anyways.

    In terms of traps most people consider both addons that add an extra box to be stronger, even though one actually slows down the trap timer.

    Anyone who thinks a trap popping is a real my goal of the pig doesn’t understand her well, it’s purpose is to waste the survivors time before they can get back on a gen.

    Head pops are funny but rare

    With those two add-ons, it's really not that rare. That's kind of the issue.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095152#Comment_1095152

    Tampered Timer + Crate of Gears is way more often than not Crate of Gears + Nothing.

    Unsure what you're trying to say here?

  • Is this Tampered Timer plus Crate of Gears? If so, then yes. It's very unfair. At the same time, the RNG is pretty unfair to the Pig player most of the time anyway. A rework the the RBT's and add-ons relating to them would be cool; I think her power otherwise has great potential, however.

  • While this is true...playing killer, you see why some killers do tunnel. Toxic survivors always going for the bully and first gen usually being done by the time the killer has gone to the other side of the map (applies even more heavily to maps like red forest and sanctum of wrath, omg they're horrific designs for any killer that isn't billy)

    And then by the time you down the second, 3-4 should have popped in this situation, as everyone should be working on separate gens.


    Of course, there are times when you manage to go to the right spot, in which the survivors spawned...but even then, there's usually about 5 or 6 super safe pallets, a few being gods per map, some have infinites that force the killer to either waste a ton of time or give up and hope to find someone else soon, hence giving up huge pressure because of map design alone...and yet emblems aren't designed based off how well a killer plays; not really. Just how potato the survivors are. If we want killers not to be frustrated, make it feel like their skill matters.


    This doesn't mean free kills, just give killers the ability to have map pressure and stop forcing them to lose whole gens before they even find anyone most games; it's horrendous that this is the situation.

    conversely, hard tunneling and camping killers ironically force survivors to sweat and take advantage of these issues. Yes, some go in solely with the intention of making the killer's life miserable, but honestly, this past week, almost every killer I've come across has been more toxic than survivors I've seen, and yet much less gracious in both the face of defeat and victory.


    It's a cycle that only seems to continuously get worse. Honestly, the DC penalties have managed to magnify this since a lot of killers have the aim of simply making survivors want to DC/make their lives miserable, knowing that whatever the result they get what they want.

    This game simply isn't fun and beginning to punish players for playing the game isn't helping.

  • @PeenutsButt3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093342#Comment_1093342

    I mean it's more frequently than those in red and purple though

    My experience suggests otherwise; It's most common at the top and bottom ranks, however mid ranks you tend to see it a lot less outside of rank reset.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093144#Comment_1093144

    It is. It may not ever proc, and if it does, it never lasts long. Against good survivors anyway.

    DS is balanced.

    ^ People saying NOED is OP.

    I'm not actually saying NOED is OP. I'm just pointing out the fact that it is NOT high risk. By any stretch.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093125#Comment_1093125

    https://forum.deadbydaylight.com/en/discussion/comment/1093166#Comment_1093166

    Imagine not being able to read and thinking I literally said they’re “OP” lmfao. I said they reward failure. Boil over rewards failure - you got caught here’s an opportunity to wiggle like a mf to get out.

    Imagine thinking it rewards anything; it's a meme perk.


    Inner strength is a reward for doing the one thing you can do to stop NOED, and has nothing to do with your own failure. Like holy ######### the cognitive dissonance.

  • I do like the idea...but honestly I love the niche/themed uses it has right now. Combo with kindred, bond, OoO and it's insane. Especially if there are 3 other survivors running it, too.


    This is definitely an interesting perk idea in general, though. And even prevents abusing Object!

  • To that extent, no, however I can say that a similar bug with the servers in which the killer grabs, gets stuck in animation, and gets denied both the M1 and grab because the survivor got to run away is very common. had it myself and seen it a bunch with streamers.

  • @ABannedCat said:

    New survivors have it easier than ever. No more Ruin skillchecks, Nurse and Spirit got nerfed hard, Doc was made "fun", et cetera, et cetera.

    All at the expense of veterans, obviously.

    Nurse and Spirit are just as good as they ever were (bugs with dedi servers aside) and new ruin will be effective against low rank survivors as they tend to play more immersed, meaning the slightest hint of a heartbeat and they're hiding in a corner while their gen regresses.


    But just as for new survivors this game is very unforgiving, similar is true for killers. But if it's new survivors vs a new killer, games will usually go in favour of the killer just because of how much more clear the objective and means of achieving it is for that role.

  • @Okoru said:

    People always say "jUsT dO ToTeMs" well sometimes you look and look and can't find the hex totem. Then you get killed on your first hook because of NoED and im supposed to feel like he earned that?

    Many games I'll do 4 totems and just can't find the last one after doing the rounds on the map, 3 times. Then...I die on first hook. Feels like I'm the one who failed, eh? :')

    As killer, I'll only run it in theme builds like tier 1 myers/bloodwarden build (although the latter just isn't fun...setting up to lose? No thanks)

  • The OP literally just fits the 'entitled X main' trope, tbh.

    The perks they mention, omg, imagine thinking boil over is OP, or using Inner Strength as an example of rewarding failure in the context of countering NOED...like, what? Are you even in the real world?

  • Let's not pretend that NOED is high risk LMAO

  • I mean, tru3 is terrible for this community and both cases are invalid.


    this is likely because the survivors realised you were AFK and you took them by surprise...and/or they were solo queue...which is almost always auto-win for any killer that isn't new to the game whereas SWF is very much in favour the opposite way around.

  • @joker7997 said:

    There are two kinds of players, ones that like to dc without penalty, and those that get screwed over by survivors acting like losers and dcing. You, OP, are the first type of player, clearly. Technical crashes in this game are extremely rare.

    nice troll lmao

  • @geishroy said:

    You forgot when you are in permanent healing animation and cannot be picked up from dying state. Can't die from EGC

    Someone has to bite the bullet and takea penalty because of lazy band-aid fix that solves nothing :D


    All it does is further frustrate players who are already annoyed all the while it punishes people for encountering bugs...

  • @Xayrlen said:

    What's really sad is that my game has crashed to desktop mid-match and I get a locked matchmaking after that. It's as if no testing was done since that last time DC ban was implemented.

    It hasn't.

  • That's not even one of the big maps tbh, also downed survivors are invisible in that area. :D

  • So you relied on ruin for every build? Please start looking at players like Otzdarva as an example of what chn be achieved.


    Don't get me wrong, even if you pressure every survivor a ton, it's very hard to stop gens from flying, but Ruin never stopped that beyond new players anyway.

    New Ruin's RNG is exactly the same, except it now actually rewards you for splitting pressure. But it's a hex, so I'm not likely to use it on anyone but billy unless I'm putting the map offering on; Hawkins has some spots that survivors never find, for example.

  • Nurse if the player is good mechanically; she has the highest potential.

    Freddy is more powerful in players that aren't as good.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063916#Comment_1063916

    Please please PLEASE come jump on the Australian PS4 servers!

    We killers here need some mercy, lol.

    Same for PC australia too lmao

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065960#Comment_1065960

    Usually if it says it doesn't stack, than it doesn't stack, if it doesn't say that in the perk, item, etc description than it's usually a 50/50 on if it stacks or not in some cases.

    Exactly; it needs to always say it doesn't stack if it doesn't, or say every time whether or not it does. Right now its 50/50 on most add-ons and for some, many mains of different killers aren't even sure if add-ons stack, because they can't tell.

  • @shalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065957#Comment_1065957

    "If a match of the same rank is not available, the system will gradually expand the acceptable range until it finds a match. This has a hard limit of 6 ranks above or below your rank." - Developer Update September 2019.

    "hard limit" is a lie, that limit is broken every second match I have.

    I don't recall it ever being a hard limit; the limit of 6 ranks was before expansion from what I understand; they've been saying for a long time that it will continually expand.

  • Also a distinct lack of consistency with regards to what stacks in said descriptions.

  • @shalo said:

    What happened to the +-6 rank difference to the top rank in the party...?

    They lied about that.

    https://us.v-cdn.net/6030815/uploads/818/7WT9LYTHX91F.jpg

    They didn't lie, there just aren't enough red rank killers; most survivors are stuck in the top ranks where they don't belong. Combo that with only going back to rank 5 after rank reset...

    Red rank survivors get ridiculous queue times into less experienced killers, by far. Whereas mid rank killers get fast queue times straight into said red rank survivors.


    @Peanits please consider fixing the bug that affected the average swf rank search and bring back average for matchmaking if it's possible, just as a start to remedying this situation. It's making the game feel frustrating to play for both sides.

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