Tiufal
Tiufal
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- Tiufal
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Comments
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@KajdanKi said:
To be honest there is not a lot of them.
Nah, just the most of them.
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Proper settings? Hell no! We will never get something like this. Like, we can mute the lobby music but hundreds of other UI sounds cant be muted at all.
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Probably cause you were lagging. Like the symbol in the left upper corner shows.
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It actually just turns into a greed contest. Players running around greeding for all envelopes they can get. Youre first in chase? Guess no envelopes for you, cause even the killler can down you faster. Teammates getting those envelopes and dont contribute the game at all afterwards. Its not that fun.
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"great combo" ... so thats how you call a broken situation?
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2772458#Comment_2772458
And its 25%, not 31%
It's 31% when you add Boil Over and the Wriggle Buff of 'one second'. That 'one second' is 6.25% of the wriggle bar. I stated that very clearly.
So that 'one second' is not minor. It's 6.25% of the wriggle bar.
Nah its not. Its 25% if you drop somewhere. And its 1second if you hit all great skillchecks (which relates to the full time, not the shortened period). Those are two different things that not relate to each other. Just summing them up is false.
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@N8dog said:
https://forum.deadbydaylight.com/en/discussion/comment/2772230#Comment_2772230
The commodious toolbox is the best survivor item in the game and these events give out an outlandish amount of them. Survivors get something awesome to use in trials from events then Killers should too.
You dont play this game for a long time, right? Most events had so meager amounts of items for survivors that you were lucky to get one in after several bloodwebs at best. And I dont see where commodius is the best item for survivors at all, but okay. Killer get more than enough bloodpoints out of those events to buy their favorites addons. Youre "reasoning" is totally off.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2772315#Comment_2772315
Considering there's also the free 6% reduction to the wriggle gauge (the 1 second buff Survivors got), ANY drop, even a drop of 1 inch, gives Survivors 31% of their wriggle gauge.
How powerful that is is right, just not in the way you meant.
If you hit ALL the great skillchecks in time its a measly 1 second. Dont complain about something this minor. And its 25%, not 31%. And there are more than enough maps that have no double story buildings to abuse this at all. There is exactly npo need to play around somethin you also see as soon as you pick them up.
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It basically does nothing until you drop down somewhere. How powerful that is. Hilarious.
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@N8dog said:
a common issue I have seen with special events is that survivors get great items (I. E. an event version of a commodious toolbox) given out like candy where as killers don't get some kind of killer specific reward to find in trial or in their bloodweb. This is bad for a few reasons 1. Survivors will have plenty of advantage from these great items frequently awarded. 2. A killer main or leaning players will see this and think "well screw this. I want to get as many of these super items I can while I can." so they play survivor instead. And 3. With Survivors wanting to use their new items queue times are much longer for survivors. I do have a suggestion though. What if these events offered special offerings that only a killer can get? Something like "Increase your bloodpoint gain by 150%" or "Reveal a random survivor's aura to you until you start a chase" something like that. If survivors are gonna get incredible items easily then I think killers should get some badass offerings to compensate this.
What exactly are those incredible items? Like you said theyre basically just already existing items. Also killers dont have general items like survivors, which means they would need to get new items like the vials, but they would also grant advantageous effects. Why? survivors dont get any advantage from using a festive toolbox rather than using just a commodius toolbox. There is nothing to compensate for killers.
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@[Deleted User] said:
Clipping.
Most new parts dont clip well with old parts, so thats not a reason.
There are only two viable reasons for linked cosmetics: 1. They change the character, like Baba Yaga Huntress - 2. They are already linked by design, like onesies.
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Its not worth it using up a perk slot unless you built around it, which is basically just toxic gameplay.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2770151#Comment_2770151
They did change the numbers, that's why there's an update lol they changed the numbers and they're going to monitor it to see what effect it has on the game as a whole. That's how games work. That's how all games work. You're upset because YOU didn't like the change, while I don't see any problems with the changes.
The only issue I have is with rpd+boil over, but that's cause of the map, not the perk.
They didnt change up the numbers from PTB. Dont tell lies. Maybe you never played any games with PTBs, but thats just not how it works.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2770093#Comment_2770093
I mentioned taking in player feedback. And as I stated, just because they're listening doesn't mean they're gonna completely change everything because of the few who play on the ptb. We'd never receive any changes if that happened, and they'd be constantly trying to change things repeatedly to fit the opinions of many different people. I actually like almost all of the changes, and wouldn't get to experience any of them if they had listened to the voice of a few.
They dont have to completely change anything. Just numbers. And not even that is done.
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Nah the PTB isnt just to identify bugs. Its to take player feedback on umcoming content. that includes changes to the content if the feedback demands it. And to be honest, its sad that they again completely ignored any warnings.
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@SuffragetteCity said:
https://forum.deadbydaylight.com/en/discussion/comment/2769781#Comment_2769781
Not really. You can report someone for being AFK, so if they jump in a locker then sit there until they get crows, sure.
You can report them for not participating in normal gameplay. Hiding all match in lockers isnt normal gameplay.
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Yeah, how dare players not playing while downloading a 34GB patch. HOW DARE THEY!!!
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@graveyard_7777 said:
Otherwise just play another game. There's a great post on the forums explaining if you guys can't comprehend it.
Yeah if everyone that thinks so would quit the game, the playerbase would be merely a thousand players left. Lets see how BHVR thinks about this idea.
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Here we go again. That whats happens if the killer loses their easy mode gameplay.
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@gammatsunami said:
"The company boasts more than 850 employees at its studio in Montreal, Canada."
That cant be right? Eight HUNDRED and fifty PLUS?!
So, you do understand that they dont just have one game to work for?
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You can report it. But dont expect them to get banned, unless they do it constantly.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2768000#Comment_2768000
Hahaha. Did you seriously suggest survivors are so weak. They -NEED- BT to make this game even playable....? Ooof
Thats nothing to do with survivorrs being weak or not. Its just straight out annoying to get tunneled, camped and slugged nearly every game, just because its possible. So survivors are forced to run certain perks in order to play the game and not being hindered by a certain someone. so first step devs have to do is to get rid of those hindrances as much as possible.
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I dont think buffing already strong killers is a good thing at all. For survivors its different for certain perks like BT. Survivors are forced to run them in order to even get a chance of playing the game. By making them basekit the game would become far more playable.
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So if there wouldnt be pallets, the map would be unplayable as survivor cause there is nothing to loop.
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Obviously that data that says Twins have high kill rates in high MMR. If you believe or not doesnt matter.
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@Lat0 said:
For a game like Dead by Daylight, having a system that counts every action you do in game and then individually rewarding the player based on that is a great. The better you do, the more you go up in rankings.
It may not be perfect but it's by far the most accurate way to calculate a player's contribution to the match.
What I don't understand is why was this community complaining about it so much and wanted MMR?
Now you are crying that MMR sucks...well, of course it sucks. it is not a system meant for a party game, why did you ask for it in the first place?
Nobody asked for this kind of MMR. Its just another fluke of BHVRs great ideas for improving the game. Every sane player asked for fixes on the emblem system and its correlating matchmaking system. Escpecially the matchmaking had its flaws, but it was still far superior to the actual MMR in analyzing skill levels.
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Who cares for Grade? You already end up Iri 1 at the end of the season pretty easy, at least on one side.
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The income of shards for the players hasnt changed at all over the years while there are by far more opportunities to spend them. It totally feels like no reward anymore, cause theyre gone faster than bloodpoints. There are already so many outfits you could get with shards plus you can buy new survivor, killer and perks from shrine for shards. The amount you can get will just cover a measly percentage of those "items". Also we never got any sale on shard outfits (despite some shop scam disaster). there are so many possibilities to increase the income as reward.
My take:
- Increase the shard income for player levels / add bonus for devotion levels (like: choose between 200k BP or 7200 Shards after each devotion tier up)
- Put in shards on empty free rift pass slots; there is probably half of the free track empty. put in 200 shards each so you can get at least one new outfit part (7200) with each initial rift pass. Give players an incentive to get to the next level in their free rift pass!
- Add bonus slots after completing the initial rift pass and add BPs and shards, to get at least another outfit part. Like, give players a reward for keep on playing even after they completed the initial rift pass.
- Give out shards as rewards during events
- Add shards as rank rewards (Iri 1 = 7200 Shards)
- Do sales on outfits with shards too
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/2766578#Comment_2766578
The point of corrupt is for survivors not to work on gens right away but I think another problem as well has to come with survivor spawns and maybe fixing that can make corrupt more impactful, I do see your point about the three gen situation as well. If the survivors are smart about the 3 gen, then it can make the killers main objective to protect that 3 gen.
The point of corrupt is to block the gens furthest away so you dont lose the gen by the time you walk over there. Its not supposed to stop survivors from doing a gen right off the bat.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2766416#Comment_2766416
If killing that is chasing, downing, hooking etc is not skill then nothing the killer does is skill anyway. So we get back to the only thing that can matter for a killer and that is kills, even if it does not take skill to do so. Or it's like telling a forward in football that scoring goals is not important it's dribbling.
Killing is not skill. Hools need skill, cause you actually have to chase people several times.Actually its just Bloodlust doing your first chase. Several powers do the rest while camping. Thats not skill, as long as the game mechanics on killer side are flawed like atm. Its by far to easy to get a 2k by just abusing killer strategies and some mechanics.
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@DBD78 said:
- Bubba ends two chases all game, hooks two players who dies because of camping. Chases lasts 23 seconds and the other one 27 seconds.
- Bubba gets 8 hooks all game, chases lasted between 30 seconds to 1 minute 46 seconds. All survivors escaped.
When people say the second Bubba was more skilled, it's only because they don't like the first Bubbas playstyle. First Bubba game was also shorter since non camped survivors only did gens.
A killer should be judged on kills not hooks, destroyed pallets or gens kicked. MMR for killers should by far give most points for killing and the rest just smaller bonus points for number of hooks, downs etc.
If kills were based on skill, Yes. But theyre not. So just counting kills is the most stupid thing you could do.
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You dont need to look at what Scott or any other Streamer says or concludes, if you have a working logic-based brain on your own.
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Hopefully FNAF never finds its way into DbD.
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Thats what happens if killer lose their easy mode gameplay.
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High MMR doesnt equal to competitive gameplay. Competitive is an own gamemode that doesnt have to do much with the casual game at all.
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@Uotsumi said:
Is there any reason you can't?
You did it with emblem base matching.
I'm looking forward to seeing it.
So how dou you even determine who is high mmr? Top 5%? Why are the players of 6% not in high MMR? And this goes on and on.
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@OpenX said:
Is it just me? Or are we not allowed to talk about this? Someone trying to make money off beating me in a video game disgusts me so I always put on the sweatiest builds available and tunnel/camp them out.
Thats just griefing.
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@Pulsar said:
It's the exact same as the old system, it's just hidden. It doesn't measure skill at all
It is still widely inconsistent.
Thats completely wrong explained.
The rank system in before was based on a upranking skill system: emblems resulting in rank. Now the matchmaking is purely kill/escape related and isnt shown at all. the grades are now the old system, but arent used for matchmaking at all.
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@shane32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2763487#Comment_2763487
Then why not just end the game when all gens are completed?
Cause killers would cry a river and several things had to be reworked.
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There is absolutely no sports that would make up a decent analogy at all. And I cant understand anyone that seriously thinks a loosy Escape/Kills would be a decent proxy for skill in DbD, while you have FOR YEARS emblems working in the background. This statement was the peak of ignorance.
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@EntitySpawn said:
So I assume at low mmr the killer wins, mid mmr is split and high mmr is a loss.
I honestly dont see this as a balanced map just because overall it averages 2k tbh and I think that's a bad way to balance maps
Thoughts from you lot?
How about not making up such wild speculation?
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Cause as survivor there is still more issues than you alone to "win" the game.
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@Truth_Only said:
I'm not gonna say much. Had a match vs 3 swf on console, of course I got destroyed, since they can do whatever they want. Survivors are gods on DBD right now compared to a killer.
Yesterday i got a tie against a full SWF. As Trapper. Was a fine match for everyone. Maybe gitgud?
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I am sure traps still work on this map.
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If you dont want to watch it dont do it. But complaining about this on the general forums is totaly pathetic.
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You just start at mid-MMR. At least you nknow how good you are now.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2758192#Comment_2758192
Lol you didn’t even watch the game to know if I actually tunneled or if the Leon was actually just salty. This community is something else.
I can read Bloodpoints. This is how its always with tunneling the first.
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Why do people post screenshots that show that they tunneled out the first survivor to get an easy game, and then complain about being flamed for doing so? Like hell yeah, youre not good at all.
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You know you can snuff out totems?