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  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842626#Comment_1842626

    I mean, it is in general discussions so that's kind of the point? This would probably fit better in off topic.

    Anyway, glad you had a pleasant experience.

    Isn't off topic for things entirely not related to dbd?

  • Sounds like it could be pretty buggy, especially in the instances where you can get 2 skill checks at the same time. It also seems annoying since everybody has had that moment where just as you get off the gen a skill check pops up. It's not really something people would use outside of SWF with a friend whose new to the game.

  • There's CJ tech but that requires a downed survivor and a flash light.

    There's also another one I've seen a YouTuber do months ago but it only works against really awful killers. I'm not totally sure how it works or I might be misremembering it, since I only saw them do it a bunch but they didn't explain what it was (they were testing/bullying a nooby killer). You pallet stun the killer and then slide back to the killer. If the nooby killer spams swing/holds it down during the stun (dunno which) due to inexperience or rashness, then the survivor can kinda step into the killer and not get hit (no clue how it works). Then the survivor just slides back over the pallet before the killer recovers from hitting it, since they're body blocked.


    Oh wait that's just dumb tech.

  • They've never officially listened to people but there are sus things.

  • Uh... They already vent out their frustrations there and still go to Reddit, or the forums. This is even before cross play was a thing.

  • So why would people respect you if you don't respect them and how they choose to play a game? There are definitely toxic people who'll just swear and say awful things but those are different from saying if people don't play like you do they're just toxic no skill people.

  • @Ghouled_Mojo said:

    That is the worst electrical explanation I’ve ever heard lol.

    parallel wiring, simply put, means if one Christmas light goes out then the rest stay on. If wired in series then all the lights go off due to one going bad.

    If there is resistance in the circuit then there’s less power to operate. It’s called voltage drop when due to physical distance or something like a shunt would redirect or prevent electrical flow.

    my question is moot though because I realized why after I posted. Unless the generators simply ran out of fuel it would not matter. I was being dumb.

    What do you mean? Isn't that my point? There's a big heavy something blocking the parallel wiring for the gates. Turning on the generators removes the block to close the circuit again.

    As for the resistance stuff... I don't remember anything.

  • Because you only need 1 gen to power both exit gates. They activate five to shift something blocking the parallel circuit that powers the exit gates. Or maybe it has something to do with resistance blocking the power to the gates. I dunno... I'm just saying stuff I barely remember from fifth grade physics.

  • @dezzmont said:

    The current design trend they seem to be going for are 'unlinked' strong tiles. So you have good tiles all over the map, but deadzones between them.

    This forces the survivors to end their loop on a given tile with a strong breakaway, like a won 50/50, to get the distance needed to get to the next tile, without eating a hit.

    Most of the worst maps in DBD for killer are the worst maps not because of the NUMBER of resources, but their placement clusters them, as zones sorta scale exponentially: A 2 window jungle gym on its own is strong, but a 4 window jungle gym is FAR more than twice as powerful, and if the gyms are too close to each other that is what it effectively becomes.

    This is why Ormond still feels like a neutral map despite not having many of its stronger loops nerfed too badly: Simply by removing some along the sides and concentrating them into 'corners' with a central building that has strong transitional tools but not a strong loop, you still have plenty of resources for the survivors to win, but now they have to actually win mindgames at loops to extend chases because simply knowing how to loop isn't enough anymore. Looping is a non-skill based activity, especially around low walls, that just lasts as long as it lasts if you know the loop, while being forced to master transitions IS a skill based activity and good killers will do better on the transitions than bad ones.

    So do you prefer what they're currently doing with a limited number of strong tiles (quality) or would you prefer a larger number of weaker tiles (quantity)?

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837366#Comment_1837366

    65% is red ranks. Don't try and tell me that you should balance for grey ranks.

    On an interesting note however, people always say that killer starts off easy in lower ranks and then gets harder... these stats prove otherwise.

    But you don't see the problem that all ranks has 56% including a 68% kill rate of ranks 1-5? Then there's the fact that the 68% probably is overinflated with suicide on hooks, yolo altruism, Moris, farming, matchmaking and people doing dumb things for the rift. We're not even talking about what they're talking about with the power role stuff.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837344#Comment_1837344

    65%. That's quite a fair bit over 50%. Closer to 75 than 50. These stats were also done before ruin undying fyi. Mori's may have change it a bit i'll give you that but no more than ruin undyign would have shifted it away from 50.

    How'd you get 65%? it's 56% including all ranks.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837330#Comment_1837330

    Devs have stated that to balance this game, a 50% kill rate is the pinicle of balance. Are you sayign that balance should be around killing everyone?

    I think the game is probably fairly close to 50% now. The stats for all ranks including red ranks wasn't too far off. The Mori nerf has probably shifted everything right there. No clue how much it effected red ranks though

  • @Withered8 said:

    Right so even though killers at red ranks have a 65%+ kill/win rate, they are not the power role?

    So why do they have that killrate?

  • I think the game is more dev sided. The devs have a general goal/idea for balance and game design mixed in with trying to run a business. All games reach a point where the devs end up targeting anything fun on both sides and chipping away at things. then the meme of devs targeting fun pops up. The difference with dbd is that Dbd is one of the only isometric games that managed to survive. That means you have 2 really stupid bias sides that strangle each other and defending the devs decisions by proxy.


    The survivor's power is split between 4 ppl and u don't need to change much between them. Even when you do, the change is generally small. Meanwhile, the Killer's are going to be hit way more when the devs reach this point, since it's easier to see the bigger nail so to speak. It also hurts more for them cuz the Killer's power is all in one and there's so many different killers so of course it's going to feel really bad and numerous when the devs make changes.


    Personally, I don't like this phase in games. Especially the way dbd is doing it. I'm getting pretty close to just not playing anymore.

  • Aren't these just the meta perks that were used before regression was a thing?

  • The amount of bloodpoints used to determine whether or not you pip. So with dbd being a 4 vs 1 game the blood points needed to reflect that and escaping needed to reflect things too. However, the emblem system was later implemented but they never really changed the way bloodpoints functioned.

  • Even with no killer and 5 survivors, solo queue still has survivors doing so little they get no blood points.

  • But I'm not arguing against what the mod said? The mod said what they said based off of the available details provided, which is very little and obviously from the pov of the survivor. I even mentioned that in this case things the killer is probably at fault.


    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835063#Comment_1835063

    No, because the other three people are not preventing someone from continuing the game. If it was three people working with the Killer to trap the fourth, that would absolutely be a different story. In that case, the three people would be doing something the fourth is not okay with. And in that case, OP's post would certainly hold the other Survivors in the same guilty regard as the Wraith. In this case, the three are doing something that both the Killer AND the fourth are okay with. It is the Killer who is doing something that someone is objecting to.

    How do you know the killer didn't object? And if they weren't SWF how would you know the other survivors weren't just laughing at the one survivor who was stuck? Also, as I said before, it doesn't matter who objects or not. If you break the rules than you've broken the rules. Now we're humans and not robots so we understand that what happened isn't in the spirit of the rules so the swf is fine. I think that's something that's not getting through into your head.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835024#Comment_1835024

    No, they are not. The trapped player has demonstrated that the team in its entirety does not want to leave anyone behind, and the Wraith has demonstrated that he is okay with staying in place for 30+ minutes. Ergo, the three players choosing to not open the gates is something that no player has an issue with. Meanwhile, the trapped player has demonstrated that the Wraith is refusing to allow at least one player to finish the game (the one he is bodyblocking), so his actions are one that at least one person is taking an action with. So if the three remaining players are taking an action that no player takes issue with and the Wraith is taking an action that one player is taking issue with AND is reportable, then only the Wraith is at fault for the situation. Sorry, but you are just wrong in this case.

    Well actually the other guy does have a point. Technically, if you just go along with the rules the other 3 members of the swf are also reportable for not continuing the game. It's arguably also holding the game hostage. If we didn't know it was a SWF working together it could just as easily be survivors working with a killer to trap some1until they DC, which has happened in the past. Of course, the killer is also in trouble depending on the situation. It doesn't matter if "everyone" not including the killer considers it fine, especially if the group is a SWF.


    In terms of the spirit of the rules, the other ppl in the swf are probably fine, since it sounds like the Wraith body blocked from mid game and not near end game.

  • Lies. The most skilled dbd players play using the Atari 5200 super system.

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833644#Comment_1833644

    I described something very different in my post tho. I'll never accuse a good player of hacking, since when you see a video of a legion throwing hatchets it's easy to tell the difference

    I believe that one was a glitch that hit legion randomly a month or 2 ago.

  • @Customapple0 said:

    So what if they are useless now? At least they don’t promote unhealthy gameplay & give near enough free wins like they used to.

    They still promote tunneling/camping to death.

  • @Botiz said:

    Is this not what majority of people said they wanted in regards to a change to the Mori for years, only allowing it to be used after second hook? Why is it getting so much backlash now? As someone who is typically more Killer Biased, this is a great change and a step in the right direction.

    Now I'm confused. I dont think a majority of people even talked about an idea like this let alone agreed with it. Most people wanted something requiring all survivors to be hung once or a minimum number of total hooks. The point was to get rid of the idea of tunneling some1 to death and to have the Mori still be more useful.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833207#Comment_1833207

    I don’t know how to describe it but you how when you hook a survivor with Charlotte you can’t unbind Victor when near a hook and when your near a hook as Victor you can’t turn back into Charlotte if she’s close I basically fixed that but made it so Victor will die if near a hooked survivor

    It doesn't matter what happens to Victor. You hook a survivor as Charlotte. Then release Victor leaving Charlotte there. Victor runs around doing whatever. If a survivor does an unhook you instantly switch to Charlotte and in 1.5 seconds you swing at whoever is there.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832948#Comment_1832948

    You're right. I am so sorry. The fact that he walked 15 feet from my hook and left someone on the ground so he could hook me a second time in 10 seconds is absolutely not tunneling.

    It really isn't.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829843#Comment_1829843

    That’s not correct. If the Wraith body blocked for minutes on end, it’s considered griefing, and is reportable.

    That's not correct. It makes no sense to base it on how long a killer is body blocking for. All that matters is the circumstances that they bodyblock. There's a bunch of posts on this topic on the forum. The ruling by a dev was it depends on a case by case basis but the general idea is that if the killer is trying to win by body blocking specifically knowing that end game collapse should be around the corner than it's fair game. I don't quite remember if this includes knowing that all gens are basically done but from what I remember it was fine as long as all gens are done. Of course it could've just been that one case or they changed their stance on things.

  • @meatisadelicacy said:

    Fourth game of the night - I'm on a gen with two other people. Deathslinger leaves chase with the injured person to down and slug me. Injures everyone else, hooks me. He downs someone else, leaves him slugged to tunnel me. Eats my DS, hooks me a second time in about 10 whole seconds.

    I've deranked twice already.

    That's not really tunneling.

  • You're over exaggerating and psyching yourself out.

  • @Nicholas said:

    I think it's time the devs release a deep analysis and explanation of how the game handles hits, including hit validation. Blizzard did this for Overwatch and it was amazing to watch. It was very insightful, very detailed about what happens in different scenarios and it provided a lot of information. I know they've touched upon it here and there over the course of different streams but I don't think they've ever dedicated more than a few minutes talking about the details. I think the issue is they are way too generous with the validation. I would love to know the hit rejection rate, it must be like 5%? I know when I play killer none of my hits have ever been rejected.

    They already have. You'd have to go digging through the forums too find it.

  • It's reportable as long as all gens aren't done. Other than that you're outta luck.

  • I don't really believe you... Mostly cuz they did that in the past anyways and I doubt they'd do it now unless you face camped/tunneled for it (not that I'm saying it's okay to DC or ######### on hook).

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829388#Comment_1829388

    You can't dead hard a standard attack on reaction, even if it was on perfect servers, it's instant. You have to predict when they'll press M1. Sure you can react to a lunge, but we're talking about the survivors who directly run into a killer to bait a hit with dead hard, so they're not gonna be lunging at you. So you wait and then swing if they didn't dead hard.

    It's not instant. It's just faster than a lunge.

  • @Amazinggoose said:

    has anyone else had a problem where killers still hit through dead hard its happend to me a lot recently

    It happens. It's better to just use it for distance right now cuz of dedicated servers. The devs said they're fixing dead hard to work better on it but I haven't noticed a difference.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1828309#Comment_1828309

    Just wait until they dead hard and then hit them. It's the most obvious thing survivors do in this game and so easily countered by just waiting after they turn around.

    A lot of people forget to pay attention to little things like this, and play on autopilot. If you can get out of the habit and be more ready for things like this you start to save a lot of time as killer.

    The only reason that works is dedicated servers bugging out dead hard plus bad survivors. Once they fix dead hard to work on dedicated servers killers can wait all you want. I ain't using dead hard until I hear the swing or I need the distance.

  • The killer is apparently enhanced by the entity. Survivors easily take the fall. Why can't the killer?

  • @dspaceman20 said:

    We all have been tunneled and camped, but the question that I started thinking about is what is the psychology behind camping and tunneling and why does it feel so negative? Or if you do it why does it feel positive and rewarding at times? What are you guys theories?

    The psychology is very simple. You watch any new killer who just picks up the game for fun. They tunnel, camp and do whatever they want for fun. They're just goofing around. Once they start playing both sides they might start feeling more empathetic but there will be plenty that probably won't care and just want to do whatever they want for fun. Then when they find out survivors don't like it they sadistically enjoy ppl's complaints.


    I'm going to be pretty harsh here on myself and other survivors. I'm probably projecting here. On the survivor side it doesn't feel fair because of entitlement. It feels like if the killer just played fair and gave us a chance than we'd do a much better job. Of course the problem with fair in this case is that it ends up being; it's only fair if the killer goes after me when I'm ready for them and have tools ready to deal with them. U blame the team, the killer, map RNG, game design, bs powers/perks, hit validation, etc anything but yourself. Although, all those things do effect the outcome to an extent but there's a lot you can do to get better. I'm more partial to the teammates though. For the love of God fix matchmaking in solo queue.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827878#Comment_1827878

    Well, like any other killer, why would you wait until the end of the match to use your power? Not sure of the point with that statement.

    They're answering you by saying there's a drawback and risk to only using the traps at the end of the game.

    "Making inactive Traps allow Survivors to exit is IMO kinda a good move. Otherwise most gameplay will see Pig placing towards the end of match, banking on forcing Survivors to go to a box where you will be able to check their position during the EGC and quite literally making hook saves on trapped survivors pointless."

  • 1. It's no longer a hex perk

    2. It no longer has aura reading

    3. It gives all hex perks a guaranteed extra life as long as there's another totem to transfer to.

    4. Has a notification.

    5. Increases time to cleanse a hex totem to 18s. (?)

    6. Does not reset tokens (?)

    I think this would address most people's problem with the perk on both sides.


    (?) Means might be too strong.

  • Did you try turning it off and on? The Xbox, your modem, your house, etc, etc.

  • So do tell how it was the Killer's ping that effected your individual connection to dbd's server?

    @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1826436#Comment_1826436

    LOL It's not he was 100% doing something. I had 40 ping and no bad ping indicator. No packet loss. I was tracking it there was nothing funny on my end.

    Also it only suspiciously happened after he chased me for about 30 seconds and couldn't land a hit. Like clockwork.

    Should also mention that I didn't have this problem before or after this game.

    That doesn't mean Jack. Sometimes ping indicators don't show anything even though clearly something is wrong with the connection. It's also not necessarily the problem with what's happening.


    As an aside, sure show the killer's ping. I don't particularly care since I don't play killer. I don't think it'll matter cuz the devs take forever to ban for sure cheaters. They probably won't do anything but it'll surely bring massive salt to the community.

  • Did the nurse blink and grab?

  • They probably think a noed nerf is coming so they're getting it out of their system.

  • I'd say that p2p servers actually favored hatchets much more than dedicated servers cuz everyone connected to the Killer's internet.

  • Not much you can do other than hide too. Everyone is just aiming for hatch at that point.

  • I don't think Billy lost any power at the top of his game. They just nerfed his fun factor. The benefit there is that he feels less oppressive (makes his chases more boring imo but other people might like it) and lower ranked survivors have an easier time.

  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820614#Comment_1820614

    it does make it more boring because doing gens over and over again for over 10 mins is not what i turn this game on for, its for the chases. how many more times do i have to RE-DO that same gen i did all the way to 90 percent for freddy to come outa nowhere, push me off and then that gen resets all the way back SEVERAL TIMES A MATCH.....

    So what's the difference between those chases and redoing the gen and finishing all gens to sit in queue to redo the gens for chases? They've cut out the requeuing.

    Furthermore, if the gens are resetting all the way back from 90 percent you've been chased off the gen for 0.9 x 80 x 2 = 144 seconds. You're spending more time off the gen than on it cuz it only takes 80 seconds to finish the gen so what are you talking about living for the chases when you're spending less time on gens than anything else?


    Also, in all this time the other survivors should be doing something. Yes solo queue sucks cuz of matchmaking but you're complaining more about matchmaking than ruin+ undying at that point.

  • Why not just make it completely impossible to tunnel or camp then? The problem with these punishments is that it's too easy to accidentally do and it incentivizes cheap plays on the survivor side.

  • @IronWill said:

    LOL at the people defending those kind of hits

    Lol at the people who've never played an online game before. You could look at tournaments in other games with near 0 ping and still see a bunch of bs hits.

  • What you see vs what the server sees and the killer sees is different. From your view the hatchet was just thrown and was still coming towards where you were. From the server's view you were already hit and down. Who knows what the killer saw.


    That's why in first person shooters you could fire 6 bullets at an enemy and instantly die, while in the kill cam it shows you only firing once with the enemy already firing upon you. The enemy probably saw something even more different from the kill cam. U were already hit and dead from the server's view.

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