Thusly_Boned
Thusly_Boned
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Saw a P61 earlier tonight, that's the highest I've seen so far.
NGL, I kept half an eye on her just to see if she did any shady stuff, or if they were super good. Neither seemed to be the case.
It still kind of amazes me when I see anyone much above 40 or 50. I play an unhealthy amount of DBD and I think if you add together all the prestige levels I've earned across all survs/killers since the update, it would be less than 50.
People must have no jobs, don't sleep, or hack.
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@MDRSan said:
https://forum.deadbydaylight.com/en/discussion/comment/3204245#Comment_3204245
Watch the killer for any cues that they’re about to strike while watching where you’re going, time the ability so the animation finishes when you need it to, and compensate for any lag within a .5 second window? That’s easy?
Lots of offline games need quick (< 1 second) reaction times - there aren’t many online games that do without something like aim assist baked in.
Perk popularity isn’t guaranteed to be correlated to perk strength. Self Care is more used than Dead Hard and I wouldn’t consider it overpowered.
Not to mention lag/latency. It's not the hardest thing in the world, but it's not idiot proof by any means.
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@woodenEnthusiasm said:
https://forum.deadbydaylight.com/en/discussion/comment/3204243#Comment_3204243
If you've played games where you need quick reaction times you'd know its easy to do it. Why do you think it's still one of the most picked perks?
It's one of the most picked perks because some people can actually use it, some use it with the auto DH hack, and some people can't use it, but still can't let it go.
And even then, the pick rate is like half what it was pre-6.1.0
It does now what it always should have. I used to detest it. Loathe it. Spit when I spoke its name. I even refused to run it as a surv, to my own detriment.
I think it's fine now.
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3204213#Comment_3204213
I wouldn't say hyperfocus is situational, you get value out of it every single game, unlike something like reassurance.
You get some Hyperfocus value every game, but you need a few tumblers to fall into place to get the insane value from it.
You need to be able to hit great skill checks consistently and/or run it with Stakeout and hope you get enough time in the killer's terror radius to make that worth it. If you're facing a stealth killer, you're SOL.
I have played a number of matches with the Hyperfocus/Stakeout/Built to Last + toolbox build and just absolutely obliterated multiple gens on my own, but I've also played matches where I only got a little value from Hyperfocus.
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For a long while my take was that Killer had more good perks, but surv had a handful that were straight up busted (which is why the surv meta was so stale for so long). But the worst offenders among those have been nerfed, so I am not really seeing any sort of perk disparity at this point.
@woodenEnthusiasm said:
This is something that's always bothered me. Why do survivors get stronger perks on average than killers? Survivors outnumber the killer 4 and yet they're allowed basekit bt, basekit infinite unbreakable(potentially) and a 5th perk with items. Ontop of that they get insane perks like reassurance, hyperfocus, lucky break, and dead hard. Like why?
If bhvr isn't going to balance low tier killers the least they could do is give actual strong perks or weaken the survivor ones enough to actually force them to play a team based game.
DH was insane/broken, now it is fine. Lucky Break is good (mostly when used with another perk or two), but certainly not "insane". Hyperfocus and Reassurance can be really strong, situationally. Half the time they're just kind of...there.
Maybe I am missing something, but looking ay surv perks now, I am just not seeing anything OP, and certainly not disproportionately strong relative to what I can run as killer.
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@[Deleted User] said:
The lack of basic controller options.
That too.
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Skill Checks that trigger the nanosecond I let go of a gen
Latency hits when I'm practically already running on the other side of a vault
Non-Hacking related, rage quit disconnectors. Seriously, screw you.
Macro flashlights
Sandbaggers
Terrible matchmaking
@CosmicScarab said:
Survivors that unhook while the killer is still close to the hook are my pet peeve
YES. And then they have the audacity/lack of game sense to complain about "camping".
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3203901#Comment_3203901
Well, if we knew that most games end at 30 minutes, then I'd say that's a good idea. But like I said, the devs have this information, not us, and they chose 1 hour.
As for end-game, I think the devs are looking to make sure these happen on the server-side which is out of the hands of cheaters.
Well, they've kept it at 2 hours for a long while, and that's an absurd amount of time, so I doubt actual game times were really factored into that very heavily.
I think the wording was "an hour or less"? Here's hoping for well less than.
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3203933#Comment_3203933
If all 5 gens get powered on in under 3-4 minutes, the doors just don't power up to be opened until the timer expires.
If all 4 survivors are downed/hooked in under 3-4 minutes, the first one gets up or off the hook instead.
In a perfect world, the game would be impossible for one side to win within 180 seconds, but BHVR is too busy breaking their own game with pointless, unasked-for changes to bother with that Big Picture stuff. A minimum would at least let both sides have a chance to do SOMETHING in the course of a match.
We may see this eventually, since there are going to be players seeing how fast they can down everyone and win the match. I bet skilled nurses will be gunning for 60 seconds or less when this update drops.
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@Biscuits said:
It will have the opposite effect, all of these perks that work when you are on the ground, will get less value after this patch. Killers will be instantly picking up as much as possible, so these perks will not be given a chance to shine. The only place you will see value from ground perks will be in groups of friends who trail the killer.
Yeah, in solo this isn't gonna be a big deal at all. But a coordinated 4 person SWF gaming around it is gonna wreck some killers. Unbreakable, Flip-flop, power struggle, tenacity, sabo with a couple flashlights in play...it'll be miserable to face.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3203928#Comment_3203928
Definitely not O/P but it'll be usable in a lot more situations if the killer does not insta pick up (ie moves to stop flashlight/pallet saves).
Probably best used in Sabo squads as a single Sabo/body block will hold more weight in game.
Imo, of course.
Yeah, 4 man SWF sabo squads are gonna weaponize this
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/348160/max-game-time
They mentioned end game collapse being 5 minutes tops and game in general an hour with later updates. So I'm guessing they already have seen several games go to 30 minutes and figured it's not a good idea. I really think they should just change the DC penalty to only 5 minutes every time you DC, not increasing the amount the more you DC. That way someone who only DCs every time there is a cheater has to wait 5 minutes, but those who DC all the time because whatever the reason (not happy at losing?) would be waiting 5 plus 5 plus 5 and so on.
I am not an expert when it comes to the technical side of cheating, but it seems like the countermeasure cheaters would attempt to deploy is to prevent endgame collapse from triggering. I think max game time of 25-30 min just nips the whole thing in the bud.
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@BringShaggytoDBD said:
I agree, 30 minutes is long enough. I haven't had many games last longer than 30 minutes, but when they do they're not fun.
Yeah, by the time a match hits 30 min, no one is having fun, unless they are trolling.
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I play a lot of both sides, and the BM i get as killer pales to the BM I get as survivor. I receive BM from survs at a rate orders of magnitude greater than I receive from killers.
I occasionally get nodded at, rarely get smacked on hook, and very rarely (like once a month) get intentionally* bled out. A myself and another surv got bled out the other night by a Doctor (with a very offensive handle), and that was the first time in ages.
I get BM from survs in at least half of my killer games, and 80% of the time when someone escapes. While it does happen, killer BM is much rarer, imo.
That said - when it does happen, being bled out is easily the most egregious of the in game forms of BM. But for me, it just doesn't happen often enough for me to be generally salty about it.
*if I crawl off to Narnia and the killer can't find me, that's not really intentional.
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Yeah, with so many free/disposable accounts out there, it would be nice if hardware bans were issued, rather than just account bans.
That said, this is all really good news.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202244#Comment_3202244
And what about smaller content creators? You think that the cheaters will just give up?
If you aren't going to fully address people giving up then why bother penalizing one aspect of it?
Gee thanks, my apologies for trying to play a game I liked. I can't exactly tell when I'm about to be booted off.
You also probably haven't pissed off the groups that I have.
I've been booted more than once in a day one time, and decided that it was probably an issue on my end that wasn't going to resolve itself quickly (it was), and stopped playing for the day. If I was being DDOSed or otherwise targeted, I would absolutely stop playing for the day.
I certainly understand the impulse to not give in, but I wouldn't want other people to to suffer because of it.
I don't really feel expecting people to have similar consideration is unreasonable.
And why penalize one aspect but not another (which is only unaddressed because it can't be addressed)?
Because something is better than nothing, that's why. Even a marginal decrease in people bailing from games justifies it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202159#Comment_3202159
You would see a huge drop in the casual playerbase if you do that AND you'd hurt content creators AND people who play on Console. Also, so what if you make the penalties longer? They can AFK or suicide on hook almost as easily as disconnecting.
The casual player doesn't give a single ######### about penalties, that's been my whole point. If the game isn't fun, they're gonna move on to the next match. If they're told that they're banned for a day, they're gonna play something else that doesn't promote incredible toxicity in it's community, unfun strategies and cheating in it's community.
Content creators would be absolutely ######### by this change. Get sniped 4 times? That's it, you're done for a week? Good luck finding people to play your game if you punish them for playing.
And console players. Yikes man. I've been booted off 5 times in a DAY by people on Xbox, extreme example, but I made my point.
Again, I would whitelist content creators, since they are the ones being targeted far, far more often than virtually everyone else. Yeah, people would cry about how unfair that is, but most players simply aren't seeing the worst of this at even a fraction of the rate that streamers are.
The blatant cheaters want visibility. So when I hear Otz, SpookyLoopz, etc. talk about how the DC penalty should be removed, I agree. For them. What is being done to them isn't being done to like 95% of DBD players.
And I hate the logic of "well, they can get out of the game one way, so we shouldn't bother closing off other ways". You address what you can, not give up because oyu can't adress everything.
And DCing can be done almost instantly. Being carried to a hook gives you at least a few seconds to chill and re-think after that initial impulse hits.
And if you're getting booted multiple times a day, you probably shouldn't be playing. In fact, if you kept trying to play after being booted 4 times already, you're kinda being a jerk.
I play primarily on console, and I have been booted and penalized maybe 10 times total in almost three years.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202106#Comment_3202106
Think back to before the DC penalty was added. How many games had a meaningful DC? 1 in 3, for me.
Think to right now, how many games have a DC, suicide, AFK or throwing player in them? Probably about the same, for me.
I'll even concede that it will probably get worse after you turn them off, for a bit. That doesn't change the fact that the system doesn't work.
It doesn't work well enough, which is why I would actually be in favor of increasing it.
DC once? 5 minutes.
DC twice? 15 minutes.
DC thrice? Yeah, you're done for the day.
DC multiple times in your next play session? You're done for a week.
Again, if we can get a good filler bot solution in place, we can ditch the penalty. But until then, drop the hammer on casual disconnectors.
I can think of plenty of solutions that would be nice if they were plausible (like an anti cheat that disables the penalty for DCing from a match where cheating is detected), but they seem kind of pie-in-the-sky.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202077#Comment_3202077
No, I don't think it will be a bigger issue.
The people who are prone to DC at the slightest inconvenience already do. The penalty system clearly doesn't stop them.
Why keep a system that doesn't actually work? Why not replace it with the bot system suggested a long time ago?
I disagree in that I think there are plenty of people who would like to DC but don't because they want to keep playing or already got the 5 min and want to avoid the next step. Call them people with a shred of impulse control.
At the absolute least, leave the penalty in place until the bots are implemented.
But I think the real (well, best plausible) solution is stronger anti-cheat, and/or auto hardware/IP bans.
Like I alluded to earlier, being taken hostage consistently is almost exclusively a content creator problem. For the 99%, it's primarily subtle cheaters, and eliminating the penalty does nothing for that, so I don't even see the potential reward here, but a fair amount of risk.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202001#Comment_3202001
Do you not already get people DC'ing or giving up in most Solo Q games?
A lot of them, but you're fooling yourself if you don't think it would get much worse than it already is. And it's already a bigger problem than cheating for most players.
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@OnryosTapeRentals said:
Oh wow I just read the article and ????
Why are we nerfing Devour Hope??? It's one of the healthiest perks in the game. It encourages hooking multiple different survivors as well as leaving the hook.
Literally what is the thought process here...
I don't think it nerfs devour much (though you have to get the downed surv to a hook), but it certainly sucks most of the fun out of it.
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To be fair, it's much more than a cypress mori. In theory, you can 4K without a hook.
There are tons of scenarios where you will be able to end games quickly and easily where before you'd have to plan around hooks.
I think that on balance it's a close to neutral (in terms of killer/surv) update, but I don't like it. It's a lot of trouble to shoehorn in a mechanic that wasn't really asked for. And yeah, it drains the fun out of a couple perks.
It's very much a "but why?" update; must be someone's pet project or something.
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I am well on record as being vehemently opposed to ditching the DC penalty, and I am very much against special treatment, but I can see a case for eliminating the DC penalty for content creators, because they are disproportionately affected by cheaters. Players with high visibility should be whitelisted.
Yes, everyone experiences cheating in some way shape or form, but most of us only really feel a fraction of what streamers do, and much less "hostage taking", which is the only form of cheating that would be addressed by getting rid of the penalty.
This is a really difficult situation to address. On its face, ditching the DC penalty seems like an obvious way to address one of the symptoms of the cheating disease, but it will exacerbate an issue that is far more prevalent (chronic disconnectors).
What's to be done? I don't know, but one thing I am sure of is that replacing one problem by making a bigger one worse is not the play.
@Maelstrom808 said:
Yeah no thank you. The number of games I've had ruined by DCing VASTLY outnumbers the games I've had ruined by cheating. Like maybe 3 or 4 games ever by cheating, and every 6th or 7th game I play by actual DCs. If you don't think removing the penalty for dcing won't increase the number of people doing so, you are fooling yourself. All you are doing is helping to normalize ragequitting even more than it already is.
More often than that for me. Like one of every three games I play has a DC or obvious suicide on hook that all but ruins the game.
Put it in people's heads that they can DC freely because of cheating, they'll start seeing it everywhere anytime something doesn't go their way. Everyone will be "moving a little too fast", "getting gens done a little too quick", etc. Everything will becomes a justification to bail, and those who are already prone to it will do it without compunction.
It would get completely out of hand, as it's nearly to that point already. It'd be a match shopping meta.
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Yeah, if we're gonna make moris a prominent, cinematic feature, a number of the them are going to need an overhaul. Particularly the ones you mentioned.
Long term, even adding multiple moris for each killer would be cool, to give them a little more drama.
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Paranoid.
I play both sides pretty equally, and in my experience it spawns far away from me just as often as it spawns right near me. Once you play enough you can predict places it might spawn, pick one, run there and get lucky, but it's really just RNG.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3201565#Comment_3201565
It wouldn't really make it any more effective, though.
It would lead to a boom of people being left on the ground rather than hooked. Is that something we want? The efficacy isn't the point, it would encourage a lot more of a behavior no one likes.
And you would also see a rise in killers trying to "speedrun" matches, just seeing how fast they can put everyone down. Which is also fairly miserable.
The basekit unbreakable at least gives a motivation to hook people.
All that said, I think this is all a whole of of upheaval to enable a new mechanic no one asked for.
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It won't be so funny when we see hordes of Nurses just seeing how fast they can down everyone. Because that's gonna happen, and we're gonna see 60 second matches.
I don't think this update is neither surv or killer sided, but I don't like it at first blush.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3201516#Comment_3201516
"you could just put all four of them on the ground and the game would be over."
That's how the game works currently, a finisher mori doesn't change that.
But more people would play just for downs (and not hooks). Slugging would explode as a strat.
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RIP Twins, we hardly knew (or saw) you.
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Because if you don't allow survs to pick themselves up, you could just put all four of them on the ground and the game would be over. "Slugging for 4K" would take on a whole new meaning.
I don't care for slugging for 4K, and killers bleeding everyone out is even worse, but 45 seconds is too short. It should be a minute at least.
Overall, this all seems a like a lot of disruption to accommodate what is really a pretty insignificant mechanic (finishing moris) that no one really asked for.
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I only have three (Spirit, Plague, GF), but that's mostly because I decided prestiging under the old system wasn't worth it for me pretty early on. Would I like them for everyone? Sure, but I understand the reasoning why I can't have them. I decided my perks and add ons were worth more to me than the the P3, so here I am.
It is a reward for people who did P3, and as such shouldn't be available to everyone.
I think we have an epidemic of people who think everything should be available to everyone; but then get mad when something they earned is given away to someone else. There's just no pleasing everybody.
I do think there should be some cool rewards for milestones like P25, P50, P75, P100, but people who maxed out prestige under the old system should have their own thing.
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Bloody Fingernails, Well Water, Newspaper, Clump of Hair...all are quite useful. Iri tape helps, but is not a requirement to compete against good survs.
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@Hoodied said:
Whats so bad about playing with console?
There's a lot of PC Master Race elitism. Truth is, most of them are just as bad as any console player, but players from other platforms make convenient scapegoats.
Especially as a survivor; there's effectively no difference (I have a PS and Steam account, so I've experienced both).
In fact, if you're a PC surv, you should want crossplay on, since the only players really disadvantaged by playing on console are killers.
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@JoByDaylight said:
I agree with what you say. OTR is very overrated and has not given me any value any time, other than being silent. I’ve taken it out of my main build long time ago.
Really hoping for 5 second DS again.
I am a huge fan of disabling DS endgame, but the stun duration nerf was just egregious. I would actually be in favor of not just 5, but 6 or 7 seconds of stun duration.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3198856#Comment_3198856
Just curious, how often do you have 30-40 minute matches? Seems kinda obsured
Very rarely, but when it happens, it's 100% because someone has mistaken DBD for a hide and seek sim.
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@sizzlingmario4 said:
Remember when Breakdown was bugged and permanently destroyed hooks?
I had a killer give me hatch one time because I was the only survivor in the match not using the perk.
I would say 2-3 of my top 5 most grueling killer games were during that, against teams running No Mither.
Brutal.
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@YOURFRIEND said:
I've never seen anyone do this, or done this.
I have, but rarely. And I'll be honest, how I feel about it depends on the situation. If we're 30-40+ minutes into the match, we've reached to the point of absurdity and I'm ready for it to be done, I'll take the assist.
If this happens as soon as it is down to two survs, I will kill and possibly report the surv who tried to sell the other out, and let the last one go.
As for hiding, kudos to the surv for being good at it, so long as they are still trying to progress the game. If all they're doing is hiding, not trying to escape but simply not be found, I don't think they are playing the game as it is intended. Because (on most maps) doing nothing but hiding is one of, if not the easiest things to do in the game, and wastes everyone's time.
And as another surv, it's truly aggravating when you're trying to complete objectives and you have one teammate who is unwilling to assume any risk, and does nothing but run and hide.
I won't sell out a teammate, but in late game when I am trying to get gens done my teammate is just hiding/trying to wait me out for hatch, I would really like to.
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For me, as killer:
3K+ or 7-8+ hooks is a win, 2K or 5-6 hooks is a draw, less than 2K and/or 4 hooks or below is a loss.
Survivor win condition is harder for me to quantify. I feel like if I contribute in all phases (completing objectives, rescuing/healing/protecting teammates, wasting the killer's time), I've gotten from the match what I wanted. Escape is definitely the goal, but I have had lots of games in which I got out and it sure didn't feel earned, or like a win. And plenty of games where I died (usually in a late game altruistic play) but felt like I was the best player in the match.
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I was expecting way worse than what it ended up being. I got it second try (I would have gotten it on first try, but got 2 DCs on their respective first downs. Versus a no add on Doctor. On Eyrie.).
It's annoying for sure, but wasn't challenging, really. Didn't do anything special.
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- It's a one use perk that takes up a slot for the whole match
- Run Distortion
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3196515#Comment_3196515
I recall a distributor of cheats once claiming that, by their estimate, roughly 10% of DBD players run cheats. That's one in ten players. With 5 players in every match, that comes down to half of all matches being corrupted by cheats.
But outside of that, what do you think cheating does to considerations of balance?
If someone loses a match of DBD, is that a balance problem, or was someone cheating?
If all survivors were to take on subtle cheats and boost their movespeed to 105%, and the kill rate for killers plummets as a result, is that a balance issue?
You can make balance changes, but if the problem is cheaters, you make the game -less- balanced, AND you don't deal with the cheaters.
Again, cheating is definitely a problem. A very visible, and when it happens, very annoying problem. But is it the problem? I don't know.
I definitely think that it's more than a bit melodramatic to say cheating is so prevalent than there's no point in balancing the game until it is fixed.
And a cheat distributor is going to give the highest plausible number because they want people to feel like they need to be using their cheats too. Not saying that 10% absolutely isn't accurate, but consider the source.
I think one of the most insidious aspects of the cheating is the paranoia is engenders. You start seeing it where it isn't more than where it is. I'm not immune to this, either, I am constantly having to reign in my suspicion, but I also try to maintain a high proof threshold and give the benefit of the doubt until it's clear there is cheating.
Maybe it's too high, who knows.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3196170#Comment_3196170
I understand the struggle of low tier killers as someone who mains both freddy and pig, but I also understand solo q which is what I main.
When I ask people why they have a good time in solo q they always say its because I dont care about winning or whatever. Yea, If I dont care about winning as trapper, I'm also having a good time.
There are way more killer mains pretending to main survivor on here, these are the forums after all, it's mostly an echo chamber for killers, everyone can see that if they've been here for more than a week.
Shame, that was a good post up until the last line, when you threw your credibility out the window.
All you see is killer complaints, but somehow haven't noticed the veritable river of complaints about Nurse, slowdown, NOED, tunneling, camping and a million other things. Hell, Nurse complaint threads might be the most common post type of all in recent memory, at least until 6.1.0. There have been lots of days where I visit the board and like 15 of the top 20 topics are surv complaints.
But those aren't really crying because they're valid, right?
There's an ebb and flow (the old salt tide, if you will), killer was miserable for a while, so there were more killer complaints. Now survs got the short end a bit, and the last couple months have been very much surv complaint time. But on balance, the pissing and moaning of the mains is pretty close to balanced here. There's no "echo chamber" here, that's wild hyperbole.
Opposing viewpoints just scream out at some people (usually those with a heavily biased viewpoint) and blind them to everything else.
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Ruin is trash tier now. I would imagine the only reason anyone would run it would be so it gets cleansed (Penti). Even then...meh.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3196192#Comment_3196192
what's the point of buffing one side or another when data about balance are compromised by cheaters? this should be the MAIN priority for bhvr, not stupid skins, even the game balance can wait when you have cheaters in your matches most of the time...
What percentage of matches do you think are affected by cheaters? Balance issues affect every match. 100% of them.
I mean if every match had a cheater in it, you'd have a case for saying that addressing cheating should priority one. But I'd be surprised if even 5% of matches have cheaters.
Is there data on how prevalent cheating is? I mean not just reports, because people report all manner of nonsense.
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@jesterkind said:
I certainly empathise with having no totems when you're running a boon, it's happened to me too and it's very annoying, but the team very much has a way to heal without any boon spots.
What, you mean people actually got healed before boons were introduced? What sorcery was that?
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@CocoLuma said:
https://forum.deadbydaylight.com/en/discussion/comment/3196192#Comment_3196192
I am legit sorry you feel that way.
Cheaters are NOT a small problem for everyone else, me and many others who never streamed before get alot of hackers aswell
Yeah, I'm sure a lot of it is my own perception. If you're someone who has had multiple games hijacked, I'm sure it feels like a big problem. I play a lot of DBD, and I can count the times I was sure there was a cheater in one of my matches on my hands.
Now subtle cheaters? Hard to say. Impossible, really. Maybe a whole lot. But I don't feel like it is the biggest issue in the game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3196192#Comment_3196192
I don't know why I think your reply is extremely distatestful.
Everyone should feel safe playing DbD, streamers or be it normal players and the top priority in any game is safety more than anything else. It's not worth the attention... it's worth to take an immediate action on this and I couldn't care less about anything else as long as others have such problems.
Truly saying, you left me a bad taste with this.
I'm not saying it isn't important and shouldn't be addressed, I am saying that it is only a serious problem for a tiny percentage of the community. These people want visibility, so like 95% of the playerbase aren't high priority targets here. If you're one of the affected, yeah, I'm sure it feels bad.
Cheating should absolutely be addressed, but the needs of the many outweigh the needs of the few when it comes to priority.
All that said, we don't really know what BHVR is doing behind the scenes. I am pretty sure they aren't just ignoring it, and they are capable of doing more than one thing at a time, I'm sure.
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teleportation
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3196126#Comment_3196126
I think more generally being Undetectable is an effect that helps you most against average survivors but at the high end of the skill pool the survivors have a lot more situational awareness and being Undetectable becomes less useful the more observant the opponents are. So not just Sadako and Dredge but also Pig and Ghost Face all do proportionally very well against average survivors because Undetectable is so strong in that environment but become a lot weaker at the high end of the rating pool.
Yeah, that's a big part of it. Lower level survs are highly dependent on the terror radius and being able to predict where the killer is. Undetectable and (especially combined with) TP really wreak havoc on new-ish survs who haven learned how to monitor their surroundings as well.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3194909#Comment_3194909
Then why aren't they picked?
Hag and Twins encourage play styles that aren't really fun for most (slugging, camping). Spirit's nerfs have pushed her into a space where she is dependent on add-ons, and made her less accessible to your average player.
When played optimally, they are three of the strongest killers in the game.