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SunsetSherbet

SunsetSherbet

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SunsetSherbet
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  • I'd quit this game in a heart beat if I was forced to use comms and also forced to hear others insult and berate me on comms every match.

  • Mate they can't even do anything about actual hackers that are so prolific they are known by name in the community. They aren't going to bother banning anyone off of any report that isn't multiple videos 5+ minutes each showing said cheating. People will claim anything is cheating these days. You'll get accused of cheating for using specific perks or add ons, too. Been accused of using wallhacks when playing Clown with Cigar box. Because people don't know what the add on does and I guess don't read the add ons in post game.

  • I'd like to add that if you unhook someone infront of me without BT, I have no reason to not hit that person again, down them, and force your other teammates to come pick them up while I proceed to chase you. It's astonishing to me the number of survivors who I'll find when someone is hooked and then they'll lead me on a chase to the hooked person and unhook them infront of me MID CHASE and expect things to be fine.

    Also for the love of God please stop unhooking people and then hiding. You are dooming the person you unhooked.

  • @Kasamsky said:

    Just another punch bag for survivors.

    Who the F cares about killers fun as long as 4 other players have fun why they bully another underperforming killer on coldwind farm :)

    Seriously at this point they just can give the killer role to an AI.

    How would that be fun? Why would survivors want to play vs an AI that has no feelings and thus won't care if it loses nor care about whatever the survivors begin saying post game or when they tbag in game? No, the winning formula is to just steal Friday the 13th's method of picking the killer. Everyone queues as survivors, one "lucky" queued player is picked to be the killer and is forced to play the killer that round even if they didn't want to. That way you can still taunt and belittle the killer and feel good about yourself since you'll know you're ruining a real persons time.

  • He was essentially deleted from the game in the way behavior has done to other killers.

  • Don't worry, Survivors are comin for Blight real soon. He's Public enemy No 1 after Spirit.

  • No, not remotely. I barely ever see the perk and often when I do see it, it does nothing because I just leave the map instead of staying around. I guess it sucks if I am the first one downed and didn't know, but that's so rare as to not be worth thinking about.

  • It's a F level perk, bro. But sure, let's nerf a F tier killer perk. That'll sure help with the complaints that devs nerf anything of killers if a 2 hour Dwight complains.

  • @Remedicist said:

    No Way Out is great if you prefer a gen block build that some content creators have been using. For example:

    - Corrupt Intervention

    - Thrilling Tremors

    - Deadlock

    - No Way Out

    Tremors with deadlock has negative synergy where many many times your deadlock is going to be entirely negated by your tremors since it appears to supercede deadlock in any activation. I used deadlock+tremors a while back and ended up removing it when I noticed deadlock seems to always be eaten by tremors, sometimes losing you half or all of your deadlock timer.

  • The meta has changed and slowdown>regression. Buying more time is superior to trying to win some battle of attrition via slowdown. Killers can't win that way anymore. This is why pure slowdown perks like dead lock, corrupt, NWO etc are becoming popular. They cannot be negated like regression and will always do their thing passively, without needing much of any input from you. Personally, I'm iffy on NWO since I'd prefer the game NOT get to them opening gates, but, I see the use of it.


    I think it's a tad overrated but not by much.

  • I know my average queue times since I generally stream my play and keep an eye on queues for that reason. So I know my average queue time for survivor at the prime time I play. Until about 2 weeks ago, it averaged about 3 minutes for a match between the hours of 7pm to 2 AM PST. Generally lengthening as the night goes on. Now I have noticed my queue length is longer than it used to be and is averaging closer to five whole minutes now, sometimes even 6 (so near double)


    Killer queue is unchanged for me at those hours. 30 seconds tops, generally less. I won't speak of how queues are at different hours as I don't play most of those hours, but as someone who plays every night in the time frame I mentioned, I have 100% noticed a near DOUBLING of my queue length for survivor.

  • @Khelendrose2020 said:

    Bigger question. Why are Michael's running NOED?! I mean....manage your powers bro.

    (Barring Scratch Mirror)

    Possibly because he's the only instadown killer that can run out of his power for reasons never explained. Imagine if Bubba's chainsaw stopped working after X uses.

  • No, no, it's because of uh...a weird bug caused by rank reset and swamp gas off of venus causing the MMR to change and operate differently. It IS NOT because one side doesn't enjoy the game anymore. Stop thinking that. It's caused by a magic bug.

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/33MKDISJXJPO/image.png

    These are the requirements. It is really difficult to signpost for PCs, so i will just leave you with this.

    These are not accurate at all. They were acurate half a decade ago in 2016. They are not accurate now. I get horrid lag and frame drops with 16 gb ram, a video card multiple gens ahead of their recommended, and a CPU generations ahead of their recommended. Yet I still recieve terrible texture pop in, frame drops, lag etc.

    Strangely that all started after hour of the witch. The listed specs are for the game as it was near half a decade ago. Not the modern game. We don't know what the actual true recommended specs are for the game as it exists today. You try playing with that today and you can enjoy your intermittent freezes and sub 50 FPS

  • He doesn't suck at all. What are you on about?

  • Because I want to combine it with Bamboozle and Fire up and Coup so I have stupid Omega Vaults and lunges

  • Always depended on time for me. 7pm and later my time=3+ minute survivor queue, 10 second killer queue. But now that's gotten longer. It went from the average I waited being around 3 minutes to now nearing 6 minutes these days. It's nearly doubled.

  • Sometimes I feel the devs wanted this to be a 4 player co-op game where you fought an AI monster/killer, but they didn't know how to program a working AI enemy at the time and just opted to have players fill in the monster role.

  • It's not legal to delete the character from peoples accounts, so the next best solution they had is gutting him so no one plays him.

  • Yes. They give absurd power for one of 5 offerings.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651836#Comment_2651836

    Saying "just do bones" it's text book lazy reply when there's no valid argument.

    I don't really care about the do bones argument. I think the simple answer is "Just leave the damn match." the only guy who should complain is the one who gets surprised downed, and that's why I support NOED informing the survivors once activated, rather than once someone is downed. But I am simply sick of that comparison when we all know it's not the same since the killer cannot stop boons from ever being in the game, cannot permanently rid himself of them, and cannot repeatedly relight his NOED totem.

  • Comparing Hex's and boons are a very text book false equivalence.

  • @Marigoria said:

    People on this thread saying "do bones" are the same ones complaining when you tell them to "do bones" when it comes to boon perks.

    I think noed is fine personally. Yes it sucks in solo q, but a lot of other things do as well.

    Yes people do tend to behave differently toward different things.

  • I primarily play solo queue these days and I have zero issues with NOED. It sucks to be the one guy who gets downed by the surprise NOED, but thems the breaks. If a NOED activates and I'm not being chased by the killer immediately after, then I just leave the match and don't get killed. I don't even think NOED is a particularly good perk.

  • @Canas said:

    Sorry but there's no point in playing a killer who requires the same skill level as a Nurse just to apply a slow that's worse than the effect of a Clown bottle. He needs serious buffs to his possessed chains; either make engineer's fang basekit on him or make the slowdown so severe that a hit is guaranteed for him after chaining a survivor.

    If they were better or as good as Clown bottles then why would you ever play Clown over the guy that's clown+several extras?

  • The only change I would support to NOED is having the "exposed" come up as soon as the gens are done and NOED activates. That way there is no "first guy caught gets a surprise down." and IMO it's completely fair then.

  • @Bardon said:

    The main point from what I gather is not so much the missed hits that looked (and the killers client showed) as hits, as much as "if the killer missed the hit then their power should act as though it missed" such as the Nemesis pallet breaking issue.

    This is the crux of the issue I have with the perk now. If you (the survivor) are lucky and validate the killer, the perk is doing so much more than ever before. There are many given examples of situations where your power behaves differently with a normal dead hard than it does with a validated one. Nemesis is the best example because it's very black and white so it should be easy to understand. If Tier 2/3 Nemesis swings a tentacle at a downed pallet and no survivor is there, the pallet is meant to always break. If a survivor is hit, then it does not break. But with validation a situation occurs where neither the pallet breaks nor does the survivor get hit.


    So it should be easy for people to see why others are saying it's bugged/not working right. Because it's a tough cookie to sell that the devs always meant for Nemesis tentacle to get negated by dead hard even though no other interaction in the game will cause that scenario of the tentacle doing nothing. Not even a normal non-validated dead hard. Now, Nemesis isn't even the worst affected, but the example of him is the easiest to explain. IMO Twins are utterly junked by this change.

  • @Cramps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651215#Comment_2651215

    But, BHVR didn't have to work with anyone to create NFT's in order to get the license and there's no evidence to support this. Park Avenue currently own the license to Hellraiser and Boss Protocol created the NFT's. BHVR gave models and such to Boss Protocol who then used that content to create NFT's. As far as I can tell, there's no evidence to suggest that the content was given for this purpose or that there was any contractual obligation to do so in order to obtain the license.

    It's worth bearing in mind, none of us have actually seen the contract. It seems silly to me to be angry at BHVR for something they potentially had absolutely no control over and to then take that out on DLC content which really had nothing to do with NFT's in the first place.

    As for the environmental aspect, Boss Protocol are, at least, purchasing carbon offsets at twice the estimated carbon produced when their NFT's are created - something the majority who sell content as NFT's do not bother doing.

    There was no requirement to get Pinhead in the game. The fate of the world was not hinging on it. No one was gonna cease playing unless a character that hasn't been very relevant in decades got in. If what the rights holders wanted was too much, they could have just not done the deal. Pinhead didn't need to be included if the cost was some faustian bargain.

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651253#Comment_2651253

    But playing worse for the sake of someone who isn't good shouldn't be the fix for the issue. If that player is worse than you then you should win. Killers at high mmr don't really need to play well, they just need kills. So camping killers who run 4 slowdowns are somehow better than a guy who uses no slowdown yet still 4ks without camping? The system is flawed and only rewards players for using the cheapest tactics they can to get the upper hand. High mmr alone doesn't make you good.

    The reason they play that way is because it's easier to be a meta #########. If you somehow lose with 4 slowdowns you don't belong at high mmr, yet you get there because there's no middle ground with it. You're either noob stomping or you're facing survivors who aren't dumb and are out of your skill level. 2 slowdowns alone make the game so easy and brainless that it gets really boring fast. But many players rely on these perks to make up for their terrible time management. Yes, the game is noticeably harder without slowdown perks, but you also improve so much by taking off your training wheels.

    Weird you think people shouldn't play worse for others, but the OP is complaining killers tunnel and camp (play well) instead of playing poorly to help the survivors win.

  • @Cramps said:

    Can I ask those who have commented here; why do so many of you just say something vague like "because NFT's" without elaborating? I've yet to find a single person who plays this game who actually understands what NFT's are and/or can explain why they're against this DLC in regards to NFT's. Not one person I've spoken to has given a logical or rational reason, it's always simply "because NFT's". Steam reviews are exactly the same.

    I'm not trying to stir anything up here, I'm genuinely curious. I've created NFT's, I understand the situation and the only logical reason I can think that anybody would be against NFT's is the energy consumption used as they're processed through the blockchain, but, even this hasn't been properly reviewed. I've never seen anyone cite it as a reason and nobody seems to have the same issues with Ethereum, despite Ethereum also having a high energy consumption rate.

    I think the NFT reason is silly because most buys of the DLC happened early into its release. Most here likely bought him day of. The NFT stuff didn't show up until a month or more later. Are people just deciding to refuse to play a character they own as a finger to NFT's? I don't think behavior cares, since you already bought the guy.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/295520/one-reason-why-there-are-so-many-anti-loop-killers

    Then there needs to be meaningful skill based interactions outside of looping. When you go against the Nurse, Pyramid Head, Nemesis and The Artist, the best strategy is to hold "w" and run to the furthest corner away from your teammates and pre-throw pallets. It's almost the same for The Doctor and Deathslinger, although you can somewhat loop them.

    Survivors only have 1 thing they can do, that's loop. Unless another mechanic is added, then for survivor gameplay to be interactive, then killers have to conform to looping.

    I would say add perks that temporarily prevent powers from passing through walls. Maybe a perk that prevents powers from passing through walls and pallets in 32 meters for 30 seconds, when you vault a window. Or a perk that has tokens and when you activate a token, powers can't pass through walls and pallets.

    Then survivors have meaningful interactions with those type of killers.

    But why bother looping when it's weaker than W? Even against m1 killers. A monkey taught to hold W and press space when it gets near a pallet is honestly better at occupying the killers time than a loop God, because the game has been balanced into a way where W is stronger. On a large map or multifloor map you can run the killer for a long long time. You can run a killer from one side of mothers dwelling to the other and then back again, unless the killer has range or an ability to close the gap suddenly. And there isn't really any counter to it, and as a killer you can't really hope the survivor messes up like they could at a loop, because the only mess up they can do in the hold W strategy is not head toward a pallet.


    The answer is to weaken the W strategy. As is looping is barely worth it when you can just Hold W across the map and waste the killers time with almost no chance for you to mess things up. And that's kind of a big issue when looping (something that requires skill) is genuinely worse than just holding W and pressing space at pallets (something that can be done by anyone with working limbs.) But since they're releasing "Hold W: The perk" I don't think we're moving from that direction.


    It was not always like this, either.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647181#Comment_2647181

    Then why does the majority of the community want to be chased. Surely if the stealth was well designed then more people would enjoy it?

    I have severe doubt that most survivors like being chased with how they often complain about a killer "tunneling" them (ie continuing constant chases on them) stopping them from doing other things (IE holding m1 on a gen) you'd think if everyone loved chases, they'd welcome tunneling instead of crying they never got to chill on gens.

  • My big issue is that people feel the answer to this is to gut the killers that play this way, as if them being designed as anti loop 1v1 kings was an accident the devs did not foresee. That was the intent and design of the killer. We can argue it's a bad design, but behavior still does stupid things like gut Slingers 1v1 (what they designed him around to be strong at all) and not compensating anything else. This is what seems to be the fate of being too anti-loop or strong with the 1v1. The playerbase dislikes it and then the devs just gut the character so they never see play again.


    I groan when we get another 1v1 anti loop killer because it's just another killer likely to be nerfed as people complain 1v1 anti loop is unfun and unfair. At the end of the day it's behaviors fault though, since the community has made it very clear they dislike such killers, and that's virtually all behavior does these days it sometimes seems. And then they listen to people who say it's unfun after release and basically delete the character via nerfs. It's a tiring cycle.

  • The penalty seems incredibly buggy and there are more than a handful of people who claim to have gotten large bans off a first and second DC. I'd be inclined to not believe them, but with the state the game often is in, it's pretty believable.

  • Not really, no. The best I have had is survivors complimenting me on my killer plays. Outside of that I can't remember any real positivity.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651040#Comment_2651040

    There’s no reason to disable it, yeah DH can be annoying but why disable it??

    Because the stated point of kill switch was to disable bugged and broken things so we didn't have to deal with it. That's why they said they made the system. DH has been proven bugged numerous times over with various videos and explanations. People refusing to comprehend the issue is kind of irrelevant to me. The perk is bugged in a way that negatively impacts numerous killers. Why should they be forced to deal with it when killswitch was made for the reason we shouldn't have to deal with it?

  • Basically impossible to play late night west coast without most of your team being vpn users from China.

  • I'm just at this point quite frustrated by the people swearing it is not currently bugged and is supposed to do non-sensical things like have a special interaction with Nemesis that no other perk, power, item, or add on in the game has. Most of this seems to be from people being critically uninformed. It seems pointless to discuss this since so many people don't seem to get why the perk is bugged and they have little interest in learning it.


    Then don't tell us that's what the killswitch is for if you're not gonna use it lol

  • It's called MMR and this is exactly what people warned would happen. You admit you SWF so you're possibly high MMR due to that massive advantage. Only three killers can actually compete at top MMR, so that's all you'll face. People warned this would happen if you made an MMR system when only 3 members of the cast can compete against top level teams. The answer is to buff every killer to near Spirit/Blight levels or axe MMR so people can enjoy going against easily stomped killers.

  • Yeah but the survivors are happy they no longer have to face those killers you mentioned, and there are four of their wallets vs the killers one wallet. They are making balance changes they think people will like, they just simply don't care much about the killer playerbase. The balance changes are actually quite nice if you play survivor since then it is massively in your favor to an unfair degree.

  • A lot of Pig players get irritated by it because they just want to play a match but there is a significant amount of survivors who think that booping the snoot=now the Pig player goes docile and everyone has fun. Which isn't what killer players generally want.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649212#Comment_2649212

    But it extends to all other killers, too.

    Ask any MOBA player: Getting hit with skillshots isn't 'heavily in the target's control'. Yeah, dodging is a thing, but so is predictive aim. Grandmaster League players will still get hits in on other grandmaster League players, in disregard of their target making no mistakes.

    https://forum.deadbydaylight.com/en/discussion/comment/2649216#Comment_2649216

    Because the design philosophy is that the survivor should always have a chance to escape even if they are a vastly worse player. 

    If they dodge your shot, they're not 'vastly worse', are they?

    'Why are survivors allowed to dodge my attacks?' has to be the most forum killer main thing I've ever seen.

    When the mechanic had to be changed to allow that, that's kind of weird.

  • Stake Out. I like not having to try at all for my great skill checks. And sometimes the killer will stay near you so much you just have pseudo-infinite tokens because you keep gaining them as soon as you use them.

  • You can run no perks no items on survivor and still escape more than you die.

  • Because the design philosophy is that the survivor should always have a chance to escape even if they are a vastly worse player. Skill doesn't factor in a ton anymore due to how behavior continues to design this game. As a skilled killer, you can and will lose to people far worse than you simply due to the games various issues, quirks, RNG etc. As a survivor, all your looping skills are kind of redundant because the guy who just holds W and drops pallets is probably wasting the killers time more than you, and literally anyone with functioning limbs could do it. There's no point trying to become skilled at this game. If you try to become skilled at a killer who is skill intensive, they'll just get gutted eventually. And if you try to become a smart survivor, it doesn't matter against 80% of the killer cast because the correct and most effective strategy for survivors in 2021 involves holding W as you lead the killer from one side of the map to the next and then back again.


    You can become skilled in this game but there's no point because skill isn't rewarded, and tons of "Oh you made a booboo? We'll fix that!" mechanics and perks exist to boost people who are far worse than others.

  • They're gutting him so might as well consider him removed from the game.

  • slowdown/regression, Information, Offense in that order.


    Lately I have traded straight regression perks for perks that slow things down rather than regress.

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