Toblerone007
Toblerone007
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@ToxicTears said:
https://forum.deadbydaylight.com/en/discussion/comment/2021098#Comment_2021098
Yeah, it gives me a warm fuzzy feeling inside.
Sociopath
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@killz4fun said:
https://forum.deadbydaylight.com/en/discussion/comment/2017395#Comment_2017395
@swager21 thanks for the pointers..
Here's one on NOED, clean the totems, if you see facecamping don't go solo for the save..
BT, it's a great strategy knowing that BT exists and that you will lose points if the unhooked one heals.. BUT from killer point and thinking on being more effective .. (here's the irony) it works only if you are actually tunneling.. this way you hit the savior before it saves and continue the chase after the save, letting the unhooked one go.. here's what usually happens to me.. I hook, go to nearest gens to patrol.. BUT before I lost sight of the hooked one someone is already on for the save, so I return and hook whichever makes more sense... if the unhooked is already there then I go for the weakest link..
Loopers, I like to play at red rank with my not so skilled killers, and when I run into red rank swf there will be at least 2-3 good loopers with meta perks just taunting the killer (with the intention of make you lose time while other fix gens).. now, with my nurse & spirit, nightmare, its no problem.. but with my clown, Oni, plague it's more difficult.. which I would not mind aside the fact that I will be given crap by those swf teams once the game ends.. if I win I'll be called tunneler, or trash for using "broken killers", if I lose a "git gud" or "easy" not to mention to infuriating "tea bag at the end of the game"..
So I decided to play for my fun at red ranks.. I tunnel, facecamp, noed (depending on the killer) and I do pretty well with a bad reputation which I don't mind..
Just because you've forfeited your honour and integrity doesn't mean you have to justify it and convert others to justify your self righteousness.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2020467#Comment_2020467
https://forum.deadbydaylight.com/en/discussion/comment/2020481#Comment_2020481
Both of these arguments are obsessing over the Ranged Attack. I'm talking about the fact that his entire game mechanic revolves around applying something on the ground that tends to last about a minute and a half and then goes away.
Of all the Killer dailies I do, his is the absolute hardest because getting four Cages of Atonement in one match is extremely hard, and if I do get it I basically have to throw the match and play stupidly to get it, almost guaranteeing a loss.
Maybe it's hard to get your daily I'll give you that but I think it's the daily that's the issue rather than PH needing a buff. I'll agree you're throwing to get that daily done. Still don't think he needs the buff you're suggesting. Trust me he'll be as fun as deathslinger with that added to his kit.
Increase the duration it stays then. That's reasonable. Increased movespeed isn't for my reasons mentioned before.
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@SilentPill said:
This is actually the first sluzzy post I have agreed with in a while. The hitboxes are straight busted and carry too many huntresses. At least deathslinger requires good aim
It's actually latency. The killers client calculated the hits which is where the discrepency comes from. The huntress would have high ping.
Actually that's wrong according to @Mr_K isn't it? There's no issue here oog boog survivors bad.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2019605#Comment_2019605
Yes, but it makes actually doing your goal of applying torment that much harder. Unless they are looping you, chances are they are not going to run directly back into your trails anyway.
Not the trails but rather hitting the ranged attack. That's where the zoning comes from. It would be constant hit pressure and PH already hits through walls.
I think identifying the spots where survivors have no choice into running back into trails is where that ability is best used. Those spots where it's either stay on the tile and run into the trail or run in dead zone and give the hit free anyway if you don't want to touch the trail.
PH shouldn't receive a buff. I think he's in a good spot right now.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2019613#Comment_2019613
I got banned for doing that cause I didn’t black out the names of the survivors. I’m on console so I don’t have editing tools.
You don't have a computer to edit? You can even crop a couple hundred pixels off the vertical axis to remove names. Anyway can you say you know survivor spawn points? Learn them with respect to where generators have spawned on your map. There's a reason why great killer players don't lose three gens before finding people.
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@IWasLeft2Die said:
Honestly I view it as a compliment in a sense. If you played very well and he decides to camp he likely assumes you are a big threat to him still being in the game.
Although it's scummy and frustrating to have happen, it does tactfully make sense to take out the biggest threat. He likely didn't think he would get you very easily in the future
Bubbas are the most common campers from my experience as well
Bang on. Best way to receive a camp.
Go next knowing your last opponent was lazy, mundane and felt out of your league.
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@Kaiju said:
https://forum.deadbydaylight.com/en/discussion/comment/2019538#Comment_2019538
So you are gonna tunnel and facecamp ppl who try to ''style'' on you LMAO
Yeah where's the style in standing still in front of the hook. Feeds the fire honestly ahaha
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@Zaytex said:
Normally, I don't care if a survivor kills themselves on hook, whatever, makes it easier for me as a killer main. However, now, I'm trying to get the adept achievement and every single hook is extremely crucial, so for a survivor to kill themselves on hook and rob me of another two potential hooks basically means I can't get the achievement for that match.
And it's almost every single game, counting on average, I had a survivor disconnect or suicide on hook every other game throughout the dozens of games I've played in the last two days. It's not only ruining the chance to get adept achievements, but it just screws the entire game over because that particular survivor isn't happy about something.
PLEASE remove the ability to #########, it's so annoying when you're doing adepts or when playing survivor, its such a petty ''I give up'' option that has no consequence for the person doing it themselves.
It drives me nuts too. It's because nobody cares about their rank. If the new mmr does seperate good players from bad properly, then a robust rank system should follow. Where 0.1% of the best players sit at the top.
The next issue will be the spiteful camping to derank someone though. Not sure how they fix one thing and the other. What a pickle.
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@Dragonshensi said:
Just got into the Shrine map. So huge map. Literally in the first couple of seconds into the match before I even found someone or really move three gens popped. I was instantly done after that. Just went AFK and let them leave. No way to even get a 1k after that unless I camped and tunneled. That 3 gen rush instantly killed my mood for playing the match. I couldn’t even gen patrol cause the map was so huge. Not only that but I’m rank 10 and can’t depip at all. I didn’t kill anyone in my other matches just hooked. I should be down to at least 12 by now but I can’t depip. I don’t want to face off against these level of survivors. They are out of my league.
Can you start recording your gameplay and post here? I bet when you spawned I would be able to tell you where the survivors spawn points are and therefore which gens to patrol first. This is something you really should invest your time in learning. Slap on corrupt intervention is a bandaid to your issue too. I see you've said rank 12 are out of your league and I'll like to remind you that you've argued with me about game balance and killer being too weak. I do agree it's too easy to rank up though, bad killers and survivors always seem to be skewed too high for their actual skill (more so survivor). 0
@BSVben said:
To be honest, I think the first 2 words of your topic say it all. The issue isn't the level of survivors, gen speeds, or map size.
It's your mentality & expectations towards the game.
You shouldn't ever expect the game to play out a certain way, and then get tilted when it doesn't turn out that way. That makes for a miserable experience.
If you change your approach to the game, you might find you getter better results, and more importantly, that you enjoy the games more.
This too.
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@EvanSnowWolf said:
The cap is pointless.
The issue with Pyramidhead is the loss of speed while applying trails.
If you give PH normal speed using PotD you gain much more zoning on survivors. They'll be giving you distance no matter what trying to avoid taking the ranged hit. Similar to deathslinger but at least you can already dodge PH's ability if you're quick to react. PH is already very good in chase.
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@danielmaster87 said:
Doctor is a low tier killer in my opinion. He, like Myers, Huntress, Wraith, etc instantly become mid tier or S tier because people use their OP add-ons. With certain Doctor add-ons, you're constantly having to break out with lvl 3, you're constantly having backwards stuttering skill checks, you're constantly getting zapped when you touch another person. He becomes like Freddy at that point, where there's too much passive slowdown happening to the other players while he's off on a chase with someone else. With these strong add-ons and perks, his static blast has too much range and can be used too frequency, similar to Myers' lvl 3.
And yes, the shock feels quite delayed. You have to assume they're going to make it over the pallet or window, so plan you're route accordingly.
It's intended to be delayed. It's a large AoE ability therefore not hard to land. If it was instant what could the survivors possibly do?
Watch some Doctor main gameplay, he's a perfectly balanced killer that is nasty but counterable in chase and has the best tracking base kit imo.
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@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2018363#Comment_2018363
Yeah, it's really stupid. Everyone makes mistakes. I don't think that he deserves all the hate he's getting RN.
You're advocating racism/homophobia and bigotry. Careful. He definitely deserves what he's dealing with. It's not a slip of the tongue like Pewdiepie. It just wasn't meant to be shown to everyone.
He is very skilled at survivor though.
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Up the PC master race.
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@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2018263#Comment_2018263
Ussylis is my favorite youtuber 😆
Shame he isn't uploading RN.
I simply don't think that survivor gameplay is all that skillful. However, I also don't think it should be. It should be less skillful, because they have less of an impact on the game.
The dudes dealing with a scandal right now isn't he? Doubt he'll recover from it. Terrible publicity
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@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2017823#Comment_2017823
Doubt that. I main nurse. I can almost guaranteed down you before you can down me. Not that I don't have anything to learn as survivor, but I know how to loop at a good level. I'm no Ussylis, but I still average a 2-3 gen run. You, however, can't loop a nurse.
Alright alright. No arguments there. It's up to you essentially if you get the hit on Nurse rather than the survivor. I also main her.
That wasn't meant to be a killer competition. I more meant that you're really taking away credit from survivor gameplay where it's due. The name you mentioned is a great example of perfect micromanagement of survivor. That isn't easy lol
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@chadbeastofprey said:
hopefully they will do the same for the people abusing filters and making the game way brighter than intended.
That they can't really fix. It's a post render effect they use and is completely out of reach from BHVR. Stretched res they can fix though.
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@ClownIsUnderrated said:
Honestly people that go out of their way to stretch the living hell out of their screens for advantages to the game are probably the most try hard people you'll ever see, if you're so damn good at the game why you need to stretch your screen out? People on Fortnite used to do it, and thankfully Epic Games banned it permanently. But with this issue being apparent in DBD for a long time, BHVR don't care obviously.
It will cost them money to fix it for sure. It's a technical issue they face and it has to be programmed in. This is more BHVR's fault than the players. Stretched res is nothing new and there are solutions for it which I mentioned earlier.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2017830#Comment_2017830
Dude I'm a network admin.
...and I said I'll prove it to you then if you speak my language. What's there to argue? You're 100% wrong on this.
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@MadLordJack said:
All it really does is reward scummy playstyles, or bad killers that then rank up too quick. It's not a good perk, one free kill means nothing, and no good killer runs it very much. It's just generally very unhealthy for the game.
I think it should get a buff, remove the Hex part, and become a reward for going for 12-hook trials. That way, outmatched killers won't get a free kill, facecampers and tunnelers get no insurance, and it becomes a legitimate play to go for 12 hooks.
+1
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2015947#Comment_2015947
Think there's a misunderstanding of how online pvp games work on your end.
Dude. I'm a programmer.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2015301#Comment_2015301
Dude, It's not ignorance to understand your viewpoint and still disagree with it. I can see why you would say since both killer and survivor could use stretch res, it's not unfair because it's available to both.
The issue is two fold - for one thing, survivor absolutely benefit much more from stretch res than killer does, because the killer is playing in first person stretch res barely does anything for them, but allows survivors to basically have a bird's eye view from a third person perspective. Inherently unbalanced.
The other issue is when you don't see how unfair this is in a cross-platform game.. I'll never be able to benefit from stretch res on a ps4. It's not fair to expect that I should.habe to just accept that because I can't modify things outside the game, the more reasonable expectation is that people shouldn't be trying to game the system.for an advantage and only use the resources available to everyone within the game itself.
If you ever need to understand how much taking advantage of resources outside of the game effects of, look at the difference in performance between solo survivors and SWF with Comms.
This is true.
Stretched res is so much better with survivor. It's primarily a benefit to survivor. It should be removed.
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@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2017402#Comment_2017402
No, it isn't. I play survivor maybe only 5% of the time. And I can still flashlight save, window tech, etc. It's because it's easy to do.
That is such a small fraction of survivor gameplay. That's like me saying I play 5% killer and can moonwalk because it's easy to do. What?
I guarantee I can down you quicker than you can down me. I'm positive you have more to learn on survivor.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2017408#Comment_2017408
It’s not being lethargic. It takes more skill and time to be a killer and you don’t even have to really try too hard at being survivor cause you have three others picking up your slack
So this is just a whine about survivor gameplay post as suttle as possible. Nice.
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@Tsulan said:
Running in circles.
Run, run, as fast as you can, you can't catch me; I'm the gingerbread man!
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@Dragonshensi said:
Bought a few of the dlc finally. Always wanted to try Ghostface and Myers. I noticed almost every new killer is labeled hard and a nightmare to master. While with survivors you can basically just swap them out with others. Nothing really special about them. Why give killers just a hard time to master and have fun with their new killers but throw out basic re-skins of survivors?
Replayability of survivor comes from chases and intense moments (imo).
Replayability of killer is the thousand different approaches you can take to beat a survivor team through strategy or mechanics. Survivors are essentially one trick with their movement, wouldn't you expect them to run you forever if you could only pick one killer?
Don't be so lethargic, the best part of killer is its difficulty to master. You just haven't seen it yet.
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@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2015066#Comment_2015066
But my point still stands. Survivor has less of an impact, so it shouldn't be as skillful.
No my argument was exactly to disprove your point. My point is it's JUST AS skillful but occurs less often.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2015900#Comment_2015900
Dedicated servers is an after thought. The killer is a client the same as survivor. Hits are based off the intersection of hitboxes relative to their delay to the server.
Sorry you don't know what you're talking about. My last reply to you.
You just elaborated on what you thought is the case. What you said is the programming of the killers runtime with latest packets received from the server. I can prove it to you. Why do you think a survivors ping can be low and still take hits metres away even after hit validation and dedicated server introduced. You're misinformed. I don't know where from but what you're saying just isn't true.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2015169#Comment_2015169
The server calculates the hit.
It 'validates' the hit (which let's be honest if the killer is slightly high ping it doesn't work). The killer client still calculates the hit. I can prove it to you with it's code or I could even show you what happens when I route my traffic through a vpn. It's actually in the games code hit validation was an after thought. The netcode for clients is unchanged.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2015841#Comment_2015841
I'm saying if we have a record of say, 1000 games, and we record how many times someone kills themselves on hook, we would know, within the general population an average number games where someone does it within a 3% margin of error. Which is statistically significant, we dont require BHVR to release the stats, we can gather it ourselves.
The way you are asking for proof is pointless and reductive. I could create a google sheet and you'd just say i made up the data.
Yes but it's not official stats!
Exactly.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2015816#Comment_2015816
Then you are asking for something that nobody can provide. I dunno, if i play 1000 games, and half of them have a hook suicide, that is pretty good proof and statistically relevant.
Why did you link me a wiki page on Margin of Error? Do you know what you're talking about?
I was just saying you can't provide proof. Someone could provide it if they recorded the samples but alas nobody has. Your word is not good proof lol
EDIT:
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2015127#Comment_2015127
Half of my games i play with 1.5k hours? This is on both sides too.
That's testimony - not proof. It was rhetorical question don't worry about it.
Hopefully BHVR release the stats on killing yourself on hooks to settle it once and for all.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2015783#Comment_2015783
I’ve gone against plenty of PH mains- he’s no threat.
I think he's in a good spot. I don't want another nerf. Maybe to the extra tunnelling help he gets but I digress.
Is he Spirit/Nurse level? No. If that's what is a throught in your humble opinion.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2015788#Comment_2015788
I might have quoted the wrong person, i was replying to someone who said that "tournament squads are rare so its fine".
Twice?? aha all good brother. I've done that today myself.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2015768#Comment_2015768
Is MMR not supposed to measure skill? You abusing it is just you being skillful which is the intended point of it in the first place.
But you're not taking into account indirect effects of giving that information to players.
For example, you're told bad pallet efficiency will lower your mmr. Derankers will then drop pallets at the start of the match to derank faster. On the flipside, you're told pallet stuns increase mmr. Therefore, you try to land every stun regardless of if it's helping your team escape or not.
It's not as simple as do skillful interactions = win games. Trust me here. No other games reveal mmr for this exact reason. Name one that does (besides chess).
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2015000#Comment_2015000
The argument of "not that many people are that good" or "its rare" its a terrible way to balance a game.
Let's imagine for a second there is a killer offering that exists. This offering does the following:
- All survivors are permanently exposed
- The killer automatically gets 32k bloodpoints maxed at the start of the match
- All survivors auras are permanently revealed.
- The killer's movement speed is increased to 200%.
- Survivors now have to repair every generator instead of just 5.
Now let's imagine that the offering had a rarity that only made it appear with a 1% chance in the bloodweb. This means it can only be used in ~1 out of every 100 games for a killer.
Would that offering be balanced?
I think you're off track here. I'm not an advocate for scarce items/offerings/add-ons that are overpowered.
I don't see how my comment relates to this. You haven't quoted me at all in your response.
I said increasing gen time makes camping more viable. Which it does. If you cannot complete gens in the time it takes to camp someone out, why should the killer not camp?
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2015667#Comment_2015667
I don't think you have even gone against a really good p head player. The amount of damage you can do is incredible when using his POTD attack.
Cages can give you a lot of potential, with ruin they can save you a generator because you can cage and then pressure survivors off of it. If you need a player out of the game you can tunnel (which is a strength) without the fear of BT or DS. With the use of infectious or even M&A with it, you can better tell when to use a cage. If you think a person will go for the save and you are close enough, then you can interrupt the save and maybe even go for a double down.
PH is not a pointless killer, he is very strong. How do you think Otzdarva won 50 times in a row with him?
This.
Good response to a very uninformed comment.
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@Yamaoka said:
Pyramid Head already can't compete at the highest level of play. He got nerfed twice because survivors can't make smart plays.
1 more Pyramid Head nerf and I will go back to Leatherface.
Because survivors can't make smart plays.
So knowing where your cage of atonement is given it's mechanics was completely fine when that hit servers.
The cancelling of m2 into the m1 at every pallet and window or vice versa guaranteed hits. How do you make smart plays to that? Give them the hit earlier?
What's wrong with leatherfaces current position? He's in a great spot.
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@Blueberry said:
Actually proper MMR that worked perfectly would make killers at high rank quit en mass from how terribly unbalanced the game is. The game is playable because of all the poor ranking/rank reset/MM systems that mix a bunch of bad players into the matches and cover up all the balance problems. Also people doing rift challenges instead of the game objectives for that matter.
That said, I highly doubt their system will work that well so we'll probably see something near exactly what we have now. However with one big bonus! Now we won't be able to see any of it to call them out on it and point out how bad it is. lol
I'd be much less critical of MMR if we could see all of it. Hiding it just makes it extremely shady.
Oh we'll abuse it because now we will know what to do to rank up in MMR? Isn't it supposed to measure skill? So me abusing it would be just me playing skillful? Yeah that sounds terrible...
Most pvp games hide the calculations for MMR for both abusing how to climb it quickly (boosting accounts) but more for exact opposite - deranking. Trust me it's not a bad thing to withold mmr from players.
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@YourNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/2015375#Comment_2015375
This will never happen. Why ? Because developpers are terrible at their own game, i mean they are really not high skilled so how can you create a working matchmaking while you don't even know what it is to be a good player ?
So is Riot Games at LoL. They're terrible at their game. Trust me.
They have a symmetrical MOBA which does make it easier to produce a good ranked system.
For DBD they need to be seperating the best killers from rank 1 killer as well as the best survivors at rank 1.
To answer your final question through thorough input from the community. Which is something that this company does struggle with but has gotten better lately. They have a monopoly for the genre right now but who says that will last forever?
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@Katzengott said:
You want more FOV? Use Shadowborn (a perk slot)! Changing the gamefiles should be bannable.
It only isn't, because they don't know how to track it. Or they're scared to lose this part of the playerbase.
Not only strechted res + more fps gives both sides an advantage, brighten screens are way more common. It says all when people come into Tru3s stream and ask him why his game looks so dark. Well, thats how's the game supposed to be, for everyone! Because it's an asymmetrical, comepetive HORRORGAME. Now think about console players who can't change anything. Fair, right? And please don't come with the "just turn crossplay off if you don't like it" arguement. I just want the same rules for EVERYONE.
You don't have to do anything with the games files to stretch resolution. You can do it 3rd party with your graphics cards post rendering effects. They don't need to ban anyone. They need to limit unreal engine's rendering for field of view. Make it so bigger vertical resolutions just checkerboard the maximum field of view set by the game engine. I'm pretty sure UE4 has this in built (not 100% sure about that) but you could definitely program it yourself.
Again brightness is a post rendering effect. You can do this on console too with some TV's. Exactly how PC users do it with their graphics card settings.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2015209#Comment_2015209
The problem with those red rank statistics is that red rank by now is no index of skill anymore. I read of people reaching red rank survivor or killer in a few months. They have less than 200 hours in this game and got there with not the skill which should be indicated by the highest rank.
Rank 1 is simply a limit and could be compared to gold rank in lol, of they didn't have platin and above. Both are just a matter of dedication and time invested. (Of course there are always worse player unable to even reach there because of real potatoes gameplay).
Red ranks are more of a crucible of all kinds of skill levels and therefore also not a clear indicator for statistics. And another problem is how easy it is for either side to get there. We don't know if both sides have the same mixture of skill levels in them, for example it might be that killer side is 80% veterans while survivor CAN be carried by swf (any group size) and the amount of veterans/really high skill player comparable to the killer is way lower in percentage. This would mean that many less skilled red rank survivor (aka red rank potatoes in content creator terms) get still rekt by the killer or do still bad plays and/or suicid on first Hook.
But the data given by bhvr gives no indicator of any of that. A better metric would maybe be Killrates in relation to prestige/account level or playtime.
You're 100% right.
Hopefully the rank system is subject to change where THE best players are at the top. Not this plateau of people varying between gold - challenger in rank 1. Well said.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2015304#Comment_2015304
I'm not sure what gameplay change would make people want to play as a team just because they are on one. In OW it was "how to keep players on objectives" here it's "how to keep players from killing themselves" which is... An odd problem. I've suggested before a bonus based on how many survivors escape at end of match, but I'm not sure t would be enough for those who refuse to work as a team just because they don't know their teammates
People value their rank much more in OW than they do in DBD. Perhaps start there. It's too easy to rank up.
I'll give you an anecdote. Back when I used to play CSGO primarily I managed to climb to SMFC. At those ranks it's like your life is on the line if you ######### up. Valve one day looked at the rank distribution and went: "there's too much skew towards higher ranked players" everyone was dropped like 4 ranks instantly. Suddenly the 0.01% top CSGO players were matched with the top 5% players (me). It was like these 0.01% players finances and marriages were on the line to get back up to the top rank again. Do you think these players would give up on hook? (a lot of them were solo q streamers too). Of course they wouldn't but for what Pulsar is saying to be feasible, you need serious players.
I'm also at wit's end to think of a real gameplay change to implement that wouldn't benefit only one side. I was just pointing out that what @Pulsar is saying is survivors just need to change their attitude. There. Fixed.
The only thing that changes attitudes is gameplay.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2015314#Comment_2015314
I mean free is a bit extreme consider you need to do a lot to activate it. They still get a injure anyway so it’s just like having speed limiter
I was talking about OP's idea. I gave your idea the +1.
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@OniWantsYourMacaroni said:
I would love to see giving BT a range requirement instead of a terror radius (Maybe something like 32m) and in exchange let survivors under the effects of BT lose collision so they can't just body block you to take a hit.
That would be the best way to change it
This.
OP I don't think you're seeing this from a survivor perspective. The reason the perk is so popular is because it is so versatile and is the only reliable camping into tunnelling counter. It's not clear cut only used for protection hits. You still get value from making the survivor mend too. Don't forget that.
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@Phasmamain said:
Just keep it the same except it counts safe unhooks aswell as protection hits. Also make it work against instadowns while healthy
This.
Problem with your idea OP is that it punishes potential skillful interactions from killer for free. Think Billy. Think Oni.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2008666#Comment_2008666
I think you are having some trouble with this, so I'll help summarize what people are actually saying.
If a Survivor suicides on hook, they are KNOWINGLY dooming their team if the Killer is facecamping. Facecamping isn't fun, but it isn't a good strat and is easily countered by....not suiciding on hook. The Killer, frankly, is dumb for doing it as most good Survivors will simply gen rush and be done with the game.
If the Survivor suicides on hook, it is ABSOLUTELY their fault. The Killer can't force them to do anything. Even if the Survivor left to get a snack and died when they got to struggle, that would be better than suiciding right off the bat.
The best thing you can do to stop people from facecamping is to stay alive on hook and let your team do gens. The Killer WILL de-pip and de-rank.
CAMPING IS ONLY VIABLE IF SURVIVORS MAKE IT VIABLE. YOU HAVE THE POWER TO FORCE THAT KILLER TO DE-PIP, USE IT!
That's not a good argument because there is no ties between solo q survivor players. There is no obligation to stay on the hook and not go next. If there was, what you're saying would have merit.
There's a difference between what survivors should do in theory and what they actually do in game (solo q). Nothing feels worse than a camped first hook that makes them kill themselves on hook and bad killer player unfairly win. It feels terrible. You need to understand that.
You can't polish a turd. Something would have to change gameplay wise.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2015169#Comment_2015169
Why do you think i want that bad connection gives an advantage? What is this question?
Sorry I quoted the wrong comment. My bad ahahah
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2015209#Comment_2015209
As I mentioned to another commentator in this thread, it is the context that matter. Red Rank Killers ideally would face all Red Rank (or with some Purple) slates of Survivors. When we do, matches are not 4K slaughters. I can assure you of that. I'm fighting for my very sanity against all Red Rank Survivors; it is a bloody, hard fought mess. That is as it should be. I track all my games and lots of different markers. While I wish it was better, my average against all Red Rank Survivors is (gasp) averaging out to about 2K per match overall. In some games I get none, and some games I get all four, but the overall average does round back down. The Bell Curve is a harsh mistress. Someday I hope to be a Superstar like Otz and be able to 4K in a reliable way, but the game is not balanced around people like Otz (thank God).
A simple yes would of sufficed. Aha.
Thanks for your reply. It's a bloody, hard fought mess. Well said.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2015169#Comment_2015169
What is this strawman BS you guys keep putting out there? Of course people would want to get rid of outside, unintended advantages in this game. Why would you assume anyone here supports any of that? Only because YOU do..
I can't believe there are people in this community (very new, obviously) who think modifying files in the game is a fair advantage to play for in what is essentially a giant game of hide and seek.. Like that's actually pathetic.
If you read my first comment on this thread I disclosed that I want stretched resolution removed and how they would have to do it.
I'm very against advantages in this game besides skill. I pulled that straw because I'm pretty sure OP commented on a thread about killer client calculated hits advantages should stay in the game. Just wanted to make sure.
Mate it's not BS I legit had majority of killer players not wanting the server to calculate hits. Seriously.
