Tsulan
Tsulan
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- Tsulan
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2097654#Comment_2097654
Yup, if it was just a bad match for me and they were not toxic I'll go get the free hits but if they were tbaging or clicking flashlights all game then I'll just afk
Same
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Have you considered playing killer instead?
Survivor queues are quite long. We could use more killers.
Be the killer that doesn't tunnel and camp.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2098069#Comment_2098069
I was going to bring that up in a sarcastic manner, but I didn't want to chance anyone taking it seriously.
I completely doubt Survivors secretly meet up, discuss who to throw against in order to deny buffs/garner nerfs, and act on those decisions for months at a time until they get their way.
UNLESS THEY DO
https://media1.tenor.com/images/cdaa12d91c710a180dfcb26915307b77/tenor.gif?itemid=14252563
Well, they did when Freddy was released. Disconnects en masse.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2097988#Comment_2097988
Ya, and that's part of my concern. If this is normal against Trickster, it's going to inflate his win rate despite how weak he is, and stifle any serious consideration for buffs and reworks to his power.
That's their plan.
Just like they did and still do it with other killers.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2097898#Comment_2097898
I like the camo idea.
We have killers with addons that change their playstyle completely. Like Myers or Hag. I think we need something similar for all killers.
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Things that would improve the Trapper:
- getting traps from lockers instead of losing a ton of time by going to the other end of the map, to collect that one trap. Max amount of traps still applies.
- making it harder to escape a trap on your own. Stepping into a trap, outside of a chase, should be more punishing.
- allow grabs from people that are helping someone escape a trap.
- make the +1 trap bag base kit.
- change the darken trap addon to have a similar color as the floor of the map. No point in having dark traps on snow or indoor maps.
- add a camouflage addon, that creates a small patch of grass (rubble on indoor maps) around the trap.
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@PsyQuil77 said:
https://forum.deadbydaylight.com/en/discussion/comment/2097731#Comment_2097731
Why are you letting them hug gens all match? You can't just chase 1 or 2 people and hope to get anything out of the match.
It's not about the points.
It's about sending a message.
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@syain said:
https://forum.deadbydaylight.com/en/discussion/comment/2097654#Comment_2097654
I mean, if someone's bothered by survivors doing their thing at the gates then it's the best they can do. Go break pallets and doors, go check twitter, i dunno... Or you could suck it up and go get the darn hit points at the gate. The match ends quicker AND you get your points.
Survivors doing this, usually only hugged gens during the match. Hoping for some chase points instead of leaving with 11k points.
Not gonna reward them for that.
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@PsyQuil77 said:
https://forum.deadbydaylight.com/en/discussion/comment/2097646#Comment_2097646
THIS. if you don't want to see the survivors in the exit gates, don't go there.
Then they drag it out till the last second.
Thx for wasting 2 minutes!
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2097606#Comment_2097606
They showed that they can. That doesn’t mean they can do it to the same degree, volume, and frequency.
Every business is dealing with a large array of set backs because of this pandemic, slowing down a lot of processes, or reducing the priority of certain aspects of their business.
Give ‘em some slack.
The last weekly dev stream was in march 2019. Around the release of the Plague. One year before covid. So again, its not covid and the change it brought.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/241507/communication
Covid 19 and Work From Home happened.
They showed that they can hold dev streams from home.
Also the roadmap stopped long before covid.
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/2097581#Comment_2097581
But didn't one of the devs say it wasn't something they cared about and that caused an uproar? It's stuff like that too that makes devs become a bit more shy. Generally the more aggressively critical a community is (and hey, sometimes I think it's warranted), the quieter the devs get.
I think, people wouldn't be so fixated on what the devs say in their free time, if there was more communication in general.
People wouldn't bombard personal streams with questions, if we had regular q&a streams.
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@NoOneKnowsNova said:
Simply put it, they don't want to say they'll do something only to dissapoint people when it's either delayed or not released at all.
So instead they disappoint us by not talking at all?
For example, the whole colorblind mode fiasco could have been avoided by talking to us. If we'd have know that it's planned, no one would have complained.
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@The_Krapper said:
I think they're making enough money that they don't really care now, when the whole game is busted and people are still spending 10 dollars on a outfit anyway it sends the message that were going to keep paying them what they want regardless of the quality.
I hope that's not the case. Because that would be sad.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2096123#Comment_2096123
Best thing would have been to simply remove the hatch and start the EGC when there is only 1 survivor left. No slugging for 4k, no hiding from the killer while hoping that he finds the other survivor first (when there are only 2 left), etc.
I believe this would work, BUT allow the hatch to spawn in once all generators have been completed (for achievement purposes, wouldn't be too bad)
However, if we do this, we'll have to change how the maps generate exit gate spawns.
It would be so easy to change the requirements of the EGC and adapt it. In exchange, they could increase the minimum amount of space between the gates and everyone would be happy.
I don't think that would work because killers could still find a spot to patrol both gates simultaneously and it would just make killers without mobility suffer even more.
Just copy the indoors maps by making a exit gate title, but on the same edge of the map. That way, you can adjust the gates easily while forcing the killer to at least patrol to win.
They could also buff the endgame perks accordingly. Wake up for example. Or hope.
People only use NOED and Adrenaline.
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@TMCalypso said:
https://forum.deadbydaylight.com/en/discussion/comment/2095566#Comment_2095566
Sadly, this might be part of the reason. While I was working on getting my Freddy to Prestige 3 nearly half my games wound up with at least 1 person DC'ing or suiciding on hook. One game had all 4 survivors go down to the basement and start walking in a conga line around the hook waiting for me to show up and kill them. Pretty sure they were just trolling or something in that one...but still. Weak survivors don't even try against Freddy and allow themselves to die on hook. This will inflate the death numbers.
Honest question...do the devs only look at the kills or do they look at how many hooks and the length of the game too?
No one knows. The newly introduced hook counter would be perfect to determine how many hooks the killer got per each repaired gen.
But then again, it counts a kill as 3 hooks. Even when it was just 1 hook.
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You get matched against red ranks, because there are not enough killers around.
Deranking won´t help, as the matchmaking ends up matching rank 17 killers with red ranks. Simply because it can´t find other killers in a determined time.
Plans for fixing this: the skill based mmr will remove ranks all together. Some people had great matches during the 24h test. Others didn´t. So we can only guess how much longer it takes, before they will introduce the new mmr.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2095618#Comment_2095618
I hate to be like this: Keys are so stupid. I (and many others) suggested many ideas to make them better, but I haven't seen any attempt or ideas on the developer's end on making them balanced.
I'm not talking about gutting them, I want a rework where their aura reading aspect is more impactful and the hatch requires a lengthy unlock time.
It sounds like I'm ranting, but when survivors can use an offering to guarantee where the hatch will spawn at and open it when they only did a few generators to spawn it in is ridiculous. Developer's had forever and even if they couldn't do a full rework, just add a temporary fix in the meantime like you did with the killer's equivalent: Mori. Yes, I feel like they could've been changed differently to be more dynamic and fair, instead of just boring.
Sorry, just had to let this out, I seen plenty of ideas to make keys and mori interesting (and balanced), but not a single comment from a developer or even a moderator who can potentially forward the idea.
You know how much it sucks that survivors can just skip the remaining generators and nullify your skill? The same is also with the mori, but at least they put a temporary fix on it until they can make it more interesting.
Okay, okay, rant done, this has been building up for years. I can only keep quite for so long. 😓
Best thing would have been to simply remove the hatch and start the EGC when there is only 1 survivor left. No slugging for 4k, no hiding from the killer while hoping that he finds the other survivor first (when there are only 2 left), etc.
It would be so easy to change the requirements of the EGC and adapt it. In exchange, they could increase the minimum amount of space between the gates and everyone would be happy.
When the mori nerf came, devs said that they are planning something for keys. But instead they introduced 2 hatch offerings. Which makes 0 sense, if their plan is to nerf keys. Because those offerings were a huge buff for keys. The only way to make them even stronger would have been making it secret offerings.
Keys create frustrating situations. For killers and for solo survivors, that get left behind. All in all it just looks like another SWF buff.
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Maybe they wanted to test how much keys affect the escape rate, when every match contains a key or two.
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@FrenziedRoach said:
The Game used to be incredibly killer-sided, so I'm not surprised they're upping the pallet count to see if that equalizes things.
I'm willing to try it out myself. The few times I've tried the reworked map, I haven't felt like I was at a significant disadvantage yet.
At what point was the game incredibly killer sided? Beta?
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This behavior explains his ridiculously high kill rate.
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@GeneralV said:
I honestly think that The Game's rework is one of the worst, if not the absolute worst. The map has a slight better look, but it doesn't feel the same. There are safe pallets everywhere, and sometimes it is almost impossible to catch a survivor. And I don't even want to talk about breakable walls.
https://forum.deadbydaylight.com/en/discussion/comment/2093468#Comment_2093468
It is possible, but I wonder why would they do that. I mean, maps used to have a lot more pallets than they currently do, and I am pretty sure they have data on the kill rates back then.
They could be testing how it works with today's "balance" and state of the game, but still...
Maybe they want to test it out against windowfield.
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Yes, it works.
Pharmacy works on the first chest its used on. Doesn´t matter if its a closed or a opened chest.
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@Bearded_Owl said:
The point I was trying to get across is, even before the changes to DS, I feel this should have been a thing, obsession every match, or as someone else stated, just remove the obsession from the HUD and have all skills private.
Whether you are a killer main or survivor main, we can all agree that tunneling is bad, just like gen rushing is. I just thought not shouting at the killer "NO risk to tunnel this match" isn't healthy for the game and a simple change, always having an obsession in the HUD screen, would prevent one of the problems within the game.
Always having an obsession is like having 4 DS before the nerf. Some killers will be cautious. While others think f it and tunnel the DS user out.
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Give me a few minutes. I'm going to test it.
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@[Deleted User] said:
General survivor skill dropped DRASTICALLY in a last year or so. In red ranks I could find at least one other person who kinda knew that he was doing. Now it feels like my teammates are 4 year old babies who bought the game yesterday.
I think it has something to do with the nurse and Billy nerfs.
Nurse used to filter out bad survivors. That filter is gone. So people that only know how to hug gens, suddenly are in red ranks.
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@MadLordJack said:
Why should I suddenly start using a perk that I never used in the first place? I'm more mad at the people that aren't running it any more.
Survivors that didn't use DS to begin with, are not meant to change their load out.
But those survivors that abused DS by weaponizing it. Those should still use it. Instead of taking it off, claim that it's useless and than complain on the forum about getting tunneled.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2095063#Comment_2095063
Watch the video and listen to Scott, he literally says in reply to someone asking how gens are getting done so fast is "because I've not been downing anybody". And also you truly are lying to yourself if you think those survivors who reacted immediately to Scott moving towards them had battery deaths lmao, you clearly don't play killer if you've never had a survivor meme at a window and stare at you. This is, hilarious.
Yes I agree he got his first hook after three gens because he purposely allowed a flashlight save and then didn't look into a wall, how ridiculous dude. Throwing all your pressure for the lulz but three gens got done so survivors op.
You're right. I'm obviously a survivor main and think that gens go to fast. That's why killers tunnel someone out. Even with an obsession. Because they struggle to get enough hooks in comparison to the speed at which gens get done.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2095045#Comment_2095045
Did you actually watch the video?
The first down he gets he intentionally lets the flashlight save happen he literally looks at the survivor with a flashlight, shakes his head and picks up anyway knowing the save would happen, the second time he downs someone he could have looked into the wall bc he didn't think nea would have made the save with the flashlight but she did, he threw away two minutes of the match for the lulz, try again.
Yes, i actually watched it. (not only the first 2 minutes). 7:21 a survivor standing afk at the window and waiting for him to hook, then come back and get downed. 7:38 another survivor standing afk.
Anyway, scott only got a 4k because the survivors threw the game instead of cutting the losses and getting 3 man out. Doesn´t change the fact that he got his first hook after 3 gens were completed.
What is so hard to understand that killers struggle with gens against any group of halfway decent survivors? Don´t believe me? Just wait until the new MMR goes live. Literally every killer streamer i watched during the 24h test, suddenly struggled.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2095035#Comment_2095035
Damn nice 4k in just over 9 minutes
Damn nice watching a 10 minute video in 3 minutes! The survivors only died, because their controllers had no batteries left. Otherwise, where is no explanation of them just standing there, afk and waiting to get downed.
You´d have seen that, if you actually watched the video.
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@PsyQuil77 said:
https://forum.deadbydaylight.com/en/discussion/comment/2095034#Comment_2095034
High ping, way lower rank killers stand NO chance in that scenario. Sheesh, I feel sorry for them, it's ban enough when I've got a ping of 53-61. I can't imagine how bad it'd be with 400-500 or more. . .
Oh i dodge everything with a ping of 200+
But i noticed my ping sometimes stays around 100-150 in the lobby/match and then the profile of the killer says he´s from another continent.
Usually my ping is around 50, so its easily noticeable.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2095024#Comment_2095024
Like deja vu reading that I'm sure you copy paste that 3 gen line lol
Yeah, this is me just imagining things.
https://www.youtube.com/watch?v=p6cypLmWCyc&ab_channel=ScottJund -
@PsyQuil77 said:
Could this stop please? I've been in several matches today with 1 or more red ranked survivors doing their typical hardcore schtick and then they either apologize for trouncing me, or they tell me to "Git Gud".
THIS right here is why you have a killer queue problem. It's also why killers chose to depip. There is no excuse for putting sweaty hardcore rank 2-4 survivors against rank 15-14 killers. Let them wait for a killer more their speed.
I understand you want to keep the queue times down, but this is only making it worse in the long run.
I agree. This hurts the game in the long run. I´ve been saying this for months. First the problem was, that there were not enough red rank killers around. Only red rank survivors had long queues. But now it doesn´t matter what rank the killer is, because the matchmaking desperately takes whatever killer it can get.
People have been complaining about VPN killers, because they thought that killers used a VPN to gain an unfair advantage. But i´ve watched my lobby ping and noticed, that apparently i get matched with killers across the globe (based an their profile and my higher ping). So i think the matchmaking started to ignore region locks to reduce the queue times.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2094963#Comment_2094963
Completely avoiding it? No just less people using it, nobody is completely avoiding it, this is an issue before the DS change, where killers would tunnel if there wasn't an obsession, it's just a more obvious issue now that less people are running a perk that deactivates if you try and quickly heal your saviour or tap a regressing gen you were hooked next to, good try though ❤️
I haven´t noticed a difference on my solo matches. Not more obvious than before. Killers still lose 3 gens by the first hook and then try to recover by getting someone out asap. Be it with obsession or without it. No one can blame them for trying to slowdown the match by any means.
But i noticed more people complaining about getting tunneled, when there was 1 or 0 gens left.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2094952#Comment_2094952
At least it is not 1001% :)
That 1% is Bubba. Bubba doesn´t care if there are windows or pallets. Because he stays in his basement and waits for someone greedy.
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Love how we´ve gone from survivors claiming that they equip DS only to avoid getting tunneled, to completely avoiding the perk and then complain about it.
Made it just more obvious, that they used DS in unintended ways.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2094920#Comment_2094920
Haddonfield with 28 pallets, can you dream it? :d
This could also be some kind of test. Maybe they compare whats better/worse. 300 windows or 300 pallets.
Haddonfield with 28 pallets would slightly increase the dc rate of killers. Just by a tiny 1000%
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2093468#Comment_2093468
which is very dumb
after all these years, their tests should not be "do god pallets decrease kill rate?"
if you wanna buff a map for survivor (which it didn't need but okay), add healthy pallets.
They probably want conclusive data.
For example, pizza heads cage was a test for skill check hooks. That went well, so they change the struggle phase.
If the tests go well with the game, we might see more pallets on other maps.
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Just equip DS.
Honestly, I don't see a problem here. Nothing changed for people that played without DS and are used to it.
If you fear getting tunneled, equip it.
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Hell yeah!
2200 hours, with almost every perk unlocked for every killer, all survivor perks unlocked.
I'm not going through that again.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2093594#Comment_2093594
Game plays exactly the same for me, too - Although I'm usually in the Red Ranks on both sides, I will admit that I am pretty bad T_T
Oh i´m also bad in chases. But since ranking up is sometimes way to easy, pretty much everyone ends up in red ranks.
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I haven´t noticed any diference in my red rank solo matches.
But feel free to play killer, if you don´t like the tunneling. We desperately need killers right now, because the survivor queues are kinda long. Even after the DS nerf.
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The devs are probably testing how the kill rate changes with so many pallets.
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What does it matter if you depip or not upon escaping?
Ranks are being removed anyway.
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Sometimes i wonder, if the people that complain about long queues, realize, that in order to change that, killers need buffs and survivors need nerfs.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2091053#Comment_2091053
Nurse, she's great at applying pressure if you're good with her! 😁
I can count good nurses I found during the last year on 1 hand.
Honestly, she's only worth the effort if you're willing to spend 200 or 300 hours only on her.
Hours in which a learning nurse gets bullied.
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2091053#Comment_2091053
I try to be a bit less ruthless than this, but similar idea.
Find a weak looper, down them, force stronger loopers out of position to rescue, then capitalize. Even the best looper can't evade you if you pick a nice dead zone to force him into.
Honestly, I'll sometimes slug to avoid 3 hooking a bad looper too quickly. While a part of it is mercy... there's a strategic element to keeping the weakest link alive, as someone has to come out of position to pick them up.
That's risky and can backfire. It's best to give them one hit and continue with the weakest looper. Otherwise you'll give them exactly what they want: you chase the strongest looper.
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Find the one survivor who is bad at looping. Tunnel him out asap. Once they're only 3 survivors left, you successfully applied pressure.
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@Saviorace said:
https://forum.deadbydaylight.com/en/discussion/comment/2086152#Comment_2086152
I mean that's what I do if I see a lobby full of cross plays or a. Ttv survivor
No, i mean once the match started.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2090483#Comment_2090483
Before the current rift closes you get BP, rift shards to unlock stuff from current rift, lore.
After the rift closes you get BP and lore. Old tomes don't give rift shards anymore so they won't ever unlock anything else in future rifts.
If you want the unlocks from current rift, you need to cash in the reward from tome challanges before the rift closes.
@Mr_K said:
When the Rift closes, everything locked in the Rift is gone. Cosmetics may make their way into the store a year later. Charms are unlock during the rift only.
If you don't care about the Rift and just want to save blood points, you're good leaving them completed and unclaimed.
If you care about stuff in the Rift, you need to claim those challenges before it closes.
Thank you