Timmylaw
Timmylaw
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- Timmylaw
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Comments
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@lunarwolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1547146#Comment_1547146
Indeed. I don't like playing DBD on console but it's the only thing I have to play it on. I hate the lag because it's always there no matter what. There are even rubberbanding issues that are (as far as I know) server based. If it is not server based please let me know because I don't know how it could be my own internet connection when I only lag in DBD, all my other games run smoothly.
I turned off cross play and it was immediately better. It's definitely on BHVR's side.
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They haven't worked since day 1.
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It's atrocious. We are getting hit thru windows 10 feet away. Killers looking as completely different direction and we get hit. The console lag is awful.
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@greekfire774 said:
Almo never said that. Almo specifically said it would take about 10 games to work itself out and place you properly. Y'all just need to accept the fact there is no mmr system and the curtain is being pulled over your eyes. If there was an mmr there would have been a comprehensive update to implement it considering how massive of a change that is. No update, no mmr. Pretty simple.
They also stated in today's post that it's been enabled in select areas for a while now. We've all already had the update for mmr but it's just now being switched on.
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It still takes 5 seconds in game, they only changed the text not its actual performance.
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My only real complaint is a white ward becomes wasted along with the item you brought in.
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Same issue on xbox here
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I miss it bad, lag switching has been so bad lately since they removed them.
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I am so sick of this bug. It's been around for ages too.
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"We realize the community is upset with the speed of games, here's a challenge to get 5 gold gatekeepers"
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1072108#Comment_1072108
It should unless this was changed recently, otherwise it should and does since the time for the Syringe can be reduced with healing boost perks like Botany Knowledge, Spine-Chill, etc.
Try it again and see if the time is reduced or not from just counting it on your own, if it's less than 16 seconds than it's working.
It's not, I went thru several the other day with botany equipped and each time it was 16
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Botany isn't effecting it right now tho sadly.
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If you want to bring up whats logical and say the game should work on logic, then the survivors should be able to grab hatchets out of the locker and team up to kill the killer.
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@StingyJack said:
I 100% agree, OP. I want my money back.
I've had this game for several years and, honestly, if I would have known that it was going to turn into a survivor playground where a killer is just present but basically powerless, I would not have spent a penny.
I've bought every DLC, both Rift passes and have gotten three friends to buy this game and I regret all of it and seriously feel like it's the duty of the Devs to just refund me for all of it. It was falsely advertised and it's been mishandled repeatedly.
My survivor matches are over in like 4-5 minutes now and often I have minimal contact with the killer because they are too busy sweating their asses off trying to aPpLy PreSSuRe to actually do anything. My killer matches are almost guaranteed to be a bad time unless I play with one of three killers, which is boring AF and means I wasted my money on the rest of them.
I want my money back.
P.S. Dont listen to the people who are saying "Get Gud," they have likely never played killer in their life outside of yellow ranks, or just never at all, and have become entitled by all the privilege the devs have given them and their swf buddies.
You got nearly 3 years of gametime out of it, you more than got your money's worth.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1036784#Comment_1036784
The number of times I've cleansed four totems and then died to NOED is depressing. -_-
It's freaking awful and reminded me why I took a break unless I'm swf, you just can't solo queue in red ranks if you want any chance of winning. They either do nothing but unhooks or gen rush in 3 minutes flat and all die to noed.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1036774#Comment_1036774
Next time gut the totems first
I guess 4 wasn't enough. You'd figure at rank 1 randoms would cleanse a dang totem
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@GhostofYharnam said:
It is defintely a hard one close to impossible. I did actually manage to get it the other day using Jane and having poised.
Man I'm upset over my last attempt, I had adrenaline, hope, vigil, and spine chill and had the gate basically open, I just needed to take the hit and finish opening the gate and leave, I had it.... Killer had noed
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*PICTURE ADDED TO ORIGINAL POST AND I CAN'T FIGURE OUT HOW TO DELETE IT *
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Well, in the Q&A today they stayed they are changing 7 survivor perks and they names a bunch that are rarely used so probably all buffs. They also said they don't want slow down perks to stack. So survivors get more buffs, killers get more nerfs
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@CLAUDETTEINABUSH said:
Honestly,since some people (toxic people) left cuz of ruin,we will have less toxic people in the game!
I don't think survivors quit because of ruin nerf.
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@Colton147 said:
Killers need to have their bloodpoint gain halved to match survivors or survivors blood point gain to match a killer's.
Survivors can make just as many points as a killer, they just have to escape.
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@Johnny_XMan said:
Well then IMO something needs to be done about it, because in the current matchmaking system it is a nightmare.
I don't even know how they can track who dodges anyway... I mean killers dodge all the time. Why aren't they being held by the same standard? While that is besides the point, it is a fair one, nonetheless.
This is one of the most frustrating things in Solo queues because the one who gets the short end of the stick is the person who is not in a swf group.
What seems counter-productive to me is that when they made the change that the highest rank would determine the rank of the killer, they specifically stated that they felt their "High Rank" friends can guide/mentor (can't remember the exact verbiage) them during the match, well how is that possible for me as a High Rank to mentor someone when I don't even know who needs mentoring.
It just shouldn't be this complicated.
Being on xbox right now is the worst just because of dodgers. We don't have dedicated servers so when a killer dodges we go right back to the party screen and have to requeue. Some nights we are lucky to get 2 games an hour because of it.
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Sounds like you don't play much, they are everywhere.
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It's a pretty simple fix, make totems slow down gets. At start of match gens move at half speed and each cleansed totem makes them go 10% faster. Once all totems are cleansed gens move at 100% speed. Simple, gives a secondary objective but doesn't change the core mechanics
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It's a pretty simple fix, make totems slow down gets. At start of match gens move at half speed and each cleansed totem makes them go 10% faster. Once all totems are cleansed gens move at 100% speed. Simple, gives a secondary objective but doesn't change the core mechanics
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/980981#Comment_980981
"Average" is not the same as "casual", for the record, but regardless, whether or not the Rift was actually accessible to the average player is exactly what the survey is aiming to find out. The idea is that with something like this, we have data that actually represents the community experience, not just people's opinions as to what they think the community experience was.
Well I'm not sure, with recent changes BHVR seems to be focusing on yellow ranks so average is likely casual but I understand what you're saying.
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In simple terms the rift was in no way possible for the average player to complete even doing all the challenges (which is already a lot for a casual player). So no, it did not achieve its goal of being suited for the average player.
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@Eye66 said:
OhTofus video seems to disregard that it wouldn't be so bad if everyone didn't depend on the huge buff SWF gives them, play less SWF doesn't occur to him. I think they just want the old matchmaking system because it was a lot easier to bully killers that way.
I'd say it's more like people enjoying playing games with their friends. How dare people want to socialize
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People always complain about gen speeds but killers avg a 3k, do you want a 4k average?
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@dianaburse1 said:
https://forum.deadbydaylight.com/en/discussion/comment/934735#Comment_934735
Na that one's easy use iron grasp and agitation
No way to complete it when survivors dc every time 3 are in the basement
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Challenge is honestly as bad as the 4 in the basement challenge.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/927417#Comment_927417
https://www.youtube.com/watch?v=VcdPgkR3AEY&t=1s
Ok, what about this video then? At least half my games are like this even with 4 slow down perks at red ranks. Gen speeds are a major issue and need too be addressed.
Then your bad. I usually 4k at red ranks with most t any killer. If all or your games go to #########, your the problem
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/920545#Comment_920545
The same should happen to survivors then when they escape with a key. Yet the opposite happens
It's not the same, survivors do a lot more to escape with a key than a killer who one hooks the lobby
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Pretty simple solution, mori becomes usable after all survivors have been hooked once. Voila, no more tunneling first survivor off hook.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/887955#Comment_887955
The problem now is that the perk doesn't balance your landing and therefore completely contradicts the name. It's now a d-tier perk at best and doesn't do anything but take up a slot as a sprint burst requiring specific things
Are you familiar with insta heals that don't instantly heal?
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/873539#Comment_873539
he does have that, if you have ears you can hear his little string flaps moving when he moves. that is how I can tell if he is near me when he is stealthed
You don't hear that over fires or gens
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Because survivors shouldn't be able to fight back against tunneling, duh.
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@anarchy753 said:
Ok first, overperforming. A killer should (we assume) average 2 kills per match if they are "balanced," good survivors should beat them, bad survivors should die to them, good killer players should do well on them, bad killer players will probably struggle.
If a killer is overperforming, that means that they're averaging far more kills than that. It isn't simply that good players are playing them a lot, but that their power gives too much reward for how difficult it is to use. Spirit is not difficult to use, her power gives her huge mobility, allows her to land easy hits with very little counterplay on the survivor's side (there's not really anything you can do about a killer bumping into you and knowing exactly where to swing when you have no idea if they're behind you or in front of you) and her add ons present some huge issues, like Prayer Beads.
To say "don't nerf Spirit, buff everything else" is what people (Nurse mains) said for years about Nurse. The issue is that that presumes that Spirit is balanced, and that buffing everything else up bring EVERYTHING to a point of balance. From the information we're given (that she is "overperforming") we know she ISN'T balanced.
Nerfing her, like Nurse, is not going to bring her down to M1 killer tier by default. There's a lot of small tweaks (taking out prayer beads, no collision while phasing, no passive phasing, an actual tell to her standing-still "mind game") that would make her much fairer to play against without hurting most good Spirit players significantly.
People who like killer don't often just suddenly start enjoying survivor more. People play different killers, it's more about the hunting and gameplay than it is about just playing DBD. Red rank killers don't HAVE to play the most broken thing in the game to do well, and if they do, they probably shouldn't be highly ranked anyway. It's incredibly unlikely that changing Spirit would magically kill red ranks. Consider that most of these killer nerfs, buffs and reworks are coming alongside map reworks that make playing other killers less cumbersome, and a lot of fixes to things on the survivor side as well. It isn't as simple as "nerf Spirit, killer as a whole is dead."
Yes, there is a "next" after Spirit too, the devs basically gave a not-quite-concise list on the Q&A this week, mostly problematic add ons like Iridescent heads, or the Key/Mori situation. It doesn't mean 1 by 1 they're killing anything good, it's change to make both sides more enjoyable across the board by fixing overly strong aspects of the game that are oppressive because of how strong they are. Sadly, Spirit is one of those things.
So Perfectly said, I'm going to use this.
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Some of those are just downright dumb
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Unbreakable >ds. Ds is mostly useless in red ranks nowadays.
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They told me they won't compensate for lost progress due to bugs
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Yep, same on xbox. I submitted a ticket and was told progress and blood points even with proof are lost forever as they have no obligation and aren't allowed to fix their problem if it's a bug
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Corrupt intervention >ruin
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Probably never gonna happen but it needs to.
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Honestly swf is ruining the killer experience when your ranked with 3 reds and a green as a rank 10 killer.
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@Rivyn said:
Devs can't even get the basic matchmaking down (why red rank survivors play against green rank killers, or purple rank killers facing gold rank survivors), how are they going to implement this?
With that said, I like the idea. And if you can't get the exact rank, then at least in the ball park. Or maybe the middle ground of all survivor ranks.
I am so sick and tired of facing 3 red rank survivors and 1 green when I'm a rank 10 killer.
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This is an incredibly solid idea. Lately I feel no totems last longer than a minute, they are much too easy to find.
