Superbeasto1974
Superbeasto1974
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I should also mention that these rough time estimates and RNG details would apply to a healthy survivor in a chase. There would be no trip mechanic applied to an injured survivor, even though realistically, an injured person would be more likely to fall.
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@BringShaggytoDBD said:
I like the idea in principle, but it wouldn't be fair for survivors in the current state of the game. They would have to make some significant adjustments to compensate this.
What sort of adjustments do you think would be needed?
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It would kick in at a random moment between 8 seconds and a predetermined cap. So for example, let's say we set the cap at 20 seconds. The skill check would trigger randomly sometime between 8 and 20 seconds, and you get chased by the killer 3 separate times during a single match. Theoretically, your first chase could last for 14 seconds without a skill check, your second chase could last for 12 seconds with a skill check triggering at 9 seconds, and your third chase could last for 18 seconds, with the skill check triggering at 15 seconds. Once a skill check is triggered, the timer is reset. So let's revisit that third chase. The skill check triggers at 15 seconds. If you are still in a chase after 23 seconds (8 seconds later) another skill check may occur.
I hope that makes some sort of sense. I am NOT a game developer, so I'm just pulling a lot of this out of my ass. The idea is to break up long chases that travel across the map. I had a few matches last night where a survivor took me on a grand tour of the map, and while I salute their ability to stay tantalizingly just out of reach for such a long time, it definitely started to get boring, lol.
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@Draxlore said:
Maybe no Generators....just a last man standing type of game mode? Could help with people trying to learn how to loop and win chases without the added complexity of other objectives.
@WeakestNurseMain said:
If gens went a bit faster to compensate, I wouldn't mind.
Hmmm...okay, how about a 3 second Sprint Burst for successfully getting to your feet before the killer catches up?
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3223734#Comment_3223734
No, it isn't.
I just want to know where this "It's a party game!" rhetoric started. Because people wield that phrase like it's a design intention, and I can find literally nothing to prove that. Not one forum post, not one dev stream, not one tweet. Nothing.
It's almost like it's a load of bull that people completely made up. Funny.
Actually it's not a load of bull. "Party game" is a blanket term for any game consisting of multiple participants played solely for the fun and enjoyment of everyone involved.
Dead by Daylight is survival horror. Survival horror has never been a competitive genre. People play survival horror for the purpose of experiencing the scares and the tension horror creates within a safe setting. In other words, we play them for FUN.
You know what you will not find anywhere in Dead by Daylight? Leaderboards. No updates from Behaviour to display the Best Killer Main and Survivor Main of the Week on our main menu. No list of the Top Ten Highest-Scoring Swfs. You know why?
Because: It's. Not. A. Competition.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3223727#Comment_3223727
Even more reason for him to stream.
Or not. Having eyes on him could make him nervous, affect his concentration and skill. If it ain't broke...๐
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@[Deleted User] said:
Not sure what role you are referring to. I found this when I wasn't working. During the day on weekdays it seems to be a lot of soloQ players but they are usually fairly decent.
Yesterday morning around the same time, I had three back-to-back matches with the most friendly killers who wanted only to help the entire solo queue farm bloodpoints to our heart's content. This morning, however, the killers are out for blood. Not that I mind either play style, but I definitely wasn't ready for a bloodthirsty aggro Nemesis charging towards me like a semi truck that early in the morning. ๐
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3223706#Comment_3223706
Maybe if we start worshipping them they'll tell us how it works. I say we start a cult!
I'm down. Who do we sacrifice first?
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3222478#Comment_3222478
Someday I hope to find this mythical citation from the developers that EVER claimed this was a "party game".
Well, it ain't Modern Warfare, either.
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@CoDismylife said:
Since months I'm not losing at all. I win 99% of the games I play. The 1% losses are when I have a really bad day or play a killer I have no experience with.
Are survivors just all bad now or is the game unbalanced?
TEACH ME YOUR WAYS.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3223680#Comment_3223680
Never show your evidence. It will cause your win rate to spike by 1000%. The only people you will ever lose to are those whose wins are integral to the point you are trying to make.
What are you, his agent? ๐
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3223658#Comment_3223658
I don't think that would even help, because a swf would just switch back to Discord/comms once they're outside of the proxy-chat range. It'd be a leg up to solo for sure and maybe even killer if they could hear but not interact with the survivors, but the swf would still have the advantage.
It also wouldn't stop the potential for toxicity, like being salty and bad-mouthing/abusing misplays or builds, being sexist/ist/phobic knobs to other players.
Like I can see the potential, but it'd be hard to get it to work.
If it were me, I would allow proximity chat strictly for survivors, and killers would not be able to hear it. Within the fiction of the game, one would assume that the survivors would be whispering, so as not to be heard and discovered. Yes, it could enable toxicity among the members of the solo queue, but there isn't a whole lot that can be done about it. As it is, there's already post-game chats and DMs where the less desirable members can spew their venom. Those dedicated to spreading hate and making others miserable will always find a way to disseminate their poison. However, it might actually curb some of that toxicity. You could have Behaviour employees randomly monitor proximity chat for offensive speech. Or enable a way to record and or store the audio from matches for a brief period of time (say, seven days). It would give the devs concrete evidence of wrongdoing, making banning of such undesirables easier and more likely. ๐คทโโ๏ธ
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3223635#Comment_3223635
I'm pretty sure, (read: hoping) they won't because it goes against the original idea behind DbD, in that the survivors aren't meant to be able to communicate but figure out how to survive on their own.
Like something needs to be done to help soloQ, like better matchmaking or something, but VC certainly isn't the answer.
Well unfortunately swfs communicate on comms, so they already flaunt an unfair advantage that the devs can't prevent.
Now, what I think would be a reasonable option for both swfs and solo queues would be if the devs added proximity chat. That actually makes sense for the game. Survivors can communicate, but only if they're actually near one another. They wouldn't be able to communicate across the map and give real time intel on the killer's position, chests, totems, etc. I would have no issue with that.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3222530#Comment_3222530
With the added toxicity of player entitlement experienced in League of Legends on top. XO This is the reason why I'm glad the game doesn't have an inbuilt VC or chat function in-game because people would just be so disgusting to solos coupled with the usual CoD toxicity and sexism and all that loveliness.
Knock on wood and hope that Behavior doesn't get any bright ideas about adding such a feature. ๐ฌ
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@kizuati said:
I've heard this sentiment a lot since 6.1.0 stats have released and me/some other folk were baffled at how anyone thought these stats were good.
So like,why the hell do you think it should be the power role? This isn't a lore accurate singleplayer experience of The Fog where Killers kill 90% of Survivors. This is a multiplayer asym game that should strive for a 50% escape/kill rate. You dont screw over one of the sides gameplays just for the sake of "mah horror". Horror is not a real aspect of this game. Take a look at ######### Wesker at the least and tell me this game is supposed to be real scary. This is supposed to be a fun multiplayer game with mild horror elements that go away more and more the longer you play.
The sentiment that Killers are "murder machines and should be feared" is silly at best,stupid and dangerous for the game's balance at most. I genuinely dont understand why the people who think Killer should be a power role play this game. It's multiplayer. If you want a power role.please play a singleplayer game.
"Mild horror elements"? Like repeatedly sticking people on hooks as a sacrifice? Chainsawing people to death? Bludgeoning them to death? Tearing their necks open? Stabbing them to death and taking selfies with them as blood pours out of their mouths? THOSE "mild horror elements"?
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3222915#Comment_3222915
Cause saying if you want to play with your friends you should have to play with 'sweaty killers' is the exact opposite of what a party game does.
You want dbd to me more competitive, not more party game-like. I know you wont understand why or how but yeah <3
I'm a killer main, and when I play survivor, I solo queue. I never said anything about playing with my friends, because I don't play in a swf.
Whatever it is you're smoking, snorting, dropping, shooting up, or taking rectally, I think I want an ounce of it.
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@fake said:
I'm on a console so there is almost no chat about results, only very rare in DMs. (Most of them are a bit of a terrible rant lol).
But it is nice to get a message from a gentleman player who explains what kind of playing is GG, not just saying GG.
"That gap attack is awesome!"
"That good feint fooled me!
"I didn't think there was a trap in that spot!"
Whether it's a survivor or a killer, when a GG comes along with a sentence like these, it makes me feel a little better, even if I lost.
I wish it were more like that, but most of the time the accompanying sentence is "EEEEEZZZZZZZZZ", "Camping and tunneling is forbidden by law", "You are out of manners and I reported you", or "Quit the game". A bit sad.
I play on console, as well, and I will usually take the time to DM a "gg wp" to the opposing side, killer or survivor. I just think it's good sportsmanship, something this community seriously lacks.
I did give a more extensive response to an opponent last night. I'd taken four brutal losses in a row as killer, and as the next game got underway, it looked like it was going be a fifth L. So I hard camped my first hooked survivor to death, then went about my business finishing off the rest of the team. The camped player sent me a slightly salty message asking why I did that, so I told him the truth: I noticed he was a skilled player (and he was), and realized that if I didn't run him out of the game immediately, I was going to get creamed again. Apparently, it made him feel pretty good that I thought he was a significant threat. Suddenly, he wasn't salty anymore, and we shared ggs.
It's amazing what good manners can accomplish.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3222906#Comment_3222906
Oh yeah thats what i thought you meant. Than yea your suggestion is pretty ironic <3
How? It doesn't prevent friends from playing together, and it preserves the fun atmosphere that a party game should have. What kind of parties do you go to, anyhow? ๐
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3222857#Comment_3222857
Dunno what you are trying to suggest than <3
I thought it was pretty clear: we need two separate lobbies. One for the 4-man sweat squads & bully squads and the experienced killers who want to take them on, and one for casual players who can't or don't want to play the game like it pays their rent, and have a good time.
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I solo queue, and if I see that we are hopelessly outmatched, I welcome the Entity with a sweet embrace. Better to just tap out and move on to the next lobby.
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So does the MMR really go down when you lose matches? As killer, I was getting beat up last night, and it sure didn't seem like the matches were getting any easier.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3222478#Comment_3222478
You dont see the irony in your comment dont you?
What kind of party game would dbd be if you couldnt play with your friends.
No, you don't seem to understand the difference between a party game and a competitive one. I never suggested people shouldn't be allowed to play together. Explain to me how the presence of a bully squad lends itself to a party atmosphere.
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@johnlikesguns2 said:
So im a killer main, i always enjoyed this mode. I always thought it was fun to haunt for suvivors with different killers that had their unique powers and playstyles. Before 6.1.0 i thought it was fine. But after this update, besides the buff to killers. Which pretty soon after was pretty much reverted, i face a sweaty team each match i play. By sweaty i mean gen rushers with the best of perks in Dead By Daylight. I can start with the most problematic ones in my opinion. Prove. Fast gens, paired with hyperfocus and toolboxes. Even faster. And the most problematic case for me, Circle Of Healing. This boon has a great range and provides a great advantage for the survivors. If you have a team with 2 CoHs. You spend time kicking them, rebooning and that's the whole cicle. Meanwhile you got the other survivors doing gens which with the perks it's fast as hell. So the problem here is, a coordinated good SWF with the perks i mentioned above. They make it very difficult for the killer to do anything. And now i want to ask, is any of this fun? Is it fun gens going so fast you can barely react? I have tried quiting Dead By Daylight before. I tried to find my own game but i didin't suceed. I eventually came back because i loved this game alot. And with the recent approaches by BHVR i feel more and more demotivated to play. And i have to do it, because i have no idea of what else to play because i started playing this game almost one year ago and enjoyed it alot. But now, not so much. It just feels tiring with all i said above. Am i just a bad killer, or are sweaty teams just overpowered? Thank you for reading this, just wanted to share my recent feelings about this game. That i once enjoyed alot, nowadays. Not so much.
I don't know if this will help, but when it comes to boons, I ignore them. I feel like they are distractions for a killer. If you're spending time snuffing out boons, then you're not chasing survivors or kicking gens. No matter the perks, you have to try your best to focus on the survivors and keeping the pressure on them. Someone else mentioned Discordance - I swear by that perk. If you are getting gen rushed, Discordance will help you break up those group repairs. I feel you, man; it's hard out here for a killer main. All you can do is stay calm and focus.
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@SoulKey said:
https://forum.deadbydaylight.com/en/discussion/comment/2424406#Comment_2424406
Not trying to disregard the OP feeling about game experience but if you complain about 360's, then most matches will seem like a bully squad to you.
The only advice is to play & get more experience, nothing else.
That's the nature of most online games that are around for years, you can't expect to jump in and destroy opponents right away.
At the end of the day, though, there's only so much a killer can do; he or she is just ONE person. And yes, with years of commitment and practice, some killer mains can end up disassembling 4-man swfs on comms. However, 1) not every player is going to be capable of that level of play, no matter how much time they put in, and 2) this is a GAME; players shouldn't have to feel like they're training for the Olympics just to enjoy it.
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@Lobos said:
I agree, being on the receiving end of a bully squad that you know is also talking major trash about you and your gameplay on their comms is a lot to handle at first.
It makes my heart sink when I see people BMing players on either side. Sometimes karma comes by and teaches valuable lessons in humility and empathy though!
Wish this game had more fun interactions between the two sides. It is wonderful how there can still be funny/fun bonding moments in this game but they are becoming increasingly rare the more competitive players become.
In my opinion, the experience a player should get out of DbD should be on par with going to a really good haunted house during Halloween, or watching a really good horror movie. I really feel this is the spirit in which the game was conceived; the thrill of survival horror and slasher films. It's been taken over by the COD and Apex and Overwatch crowd, who seem intent in turning DbD into an e-sport. It's incredibly frustrating.
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It also doesn't help that MMR is a total joke. I'm a Bronze III as killer. I just loaded into a lobby with an obvious swf, and one of them was (and I kid you not) a 46 Prestige. What the actual f***?!?!?
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I feel very strongly that they should make separate lobbies for casual players and swfs. Dbd is supposed to be a party game, but it's been hijacked by the competitive element found in most other multi-player games, and that makes it less enjoyable for those of us who don't want or feel the need to be alphas and just want to have fun.
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Thank you both, I appreciate it. I certainly hope they add it to the console/PC. Learning new survivors or killers in MMR is brutal!