Tsulan
Tsulan
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3176379#Comment_3176379
I very rarely play with Panda, I just moderate for him lmao.
You implied that queues may have been broken because they WERE broken when Incentives first came out, but you ignored the fact that queues for killer have been the longest they've ever been during the month that incentives weren't up.
My killer queues were around ten minutes after the "killer patch", and since incentives have released they're around 2 minutes.
Oh that explains. Since whenever he presents a new killer on yt, you are often among the survivors he plays against.
10 Minutes? Wow... Thats way longer than what i had. Anyway, you know as well a i do, that due to the spaguetti code this game has, a new patch often brings a couple of bugs. Especially during chapters. So assuming that things are bugged again, isn´t something i´d consider biased.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3176434#Comment_3176434
Killers could at least see that and take pity on the No Mither guy, but I see your point.
They're both terrible challenges that make solo queue a living hell, though. Not necessarily a competition when the end result is suck.
You mean killers played an overwhelmingly high amount of Oni...
Sometimes i really wonder how we can have a sbmmr and balance decisions based around kills vs escapes. While we also have challenges that ask players to play... well... bad.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3176355#Comment_3176355
Okay, but why do you want a bunch of players running Self Care and nothing else? That's just cruel and unusual :'(
More cruel than the "escape while having No Mither equipped" challenge?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3175882#Comment_3175882
Killer queues were long during the period they were turned off as well, what point are you trying to make besides clearly showing your bias.
You know. I really, really like watching Panda. Because he´s such a nice streamer and genuinely a nice person. Its just something off topic, that just crossed my mind. Since he often plays with you.
In regard of the queues. I never claimed something else. All i stated was, that the incentive was bugged once. Resulting in displaying a bonus while survivors had a 5 minute queue and killer queue was instant. During the time the incentive was turned off, killer queue was 2 minutes and survivor instant.
Its simply annoying, how some people on this forum claim, that killers have unbearable queues. Because everyone stopped playing survivor. Which... simply isn´t true.
Thats all. I don´t see where this is biased but you do you. I wish you a lovely evening.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3175954#Comment_3175954
As said, the name, id or profile are not required, just flag them in game as usual, clicking on the thumbs down button in the tally screen and open a ticket on the Support website (https://support.deadbydaylight.com/hc/en-us/categories/6713776396180-Dead-by-Daylight).
Its not possible to flag the person in game. You can only block them. But not report them.
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I haunt the forums.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3168438#Comment_3168438
There is some truth to it I discuss here while waiting on my killer queque times whereas my survivor queque times are instant. But I still would hope they add bp bonus for killer because I need bp and right now as survivor you can get more if there is no cakes. But never where the queque times 20 minutes. Probably worst they were over 5 minutes but currently usually around 3 minutes. But they are quicker in night time but then there is also more swf:s.
Oh the incentives are flexible and adjust to how much a certain role is requested. They can go from 100% to 50% and as low as 25% when there is just a small imbalance in regard of distributed players. It also applies to killers for that matter. As i´ve seen the bonus being applied to killer matches as well.
At the end of the day, it all boils down to the region, mmr and time of the day. Since those factors affect the queue for both sides.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3168357#Comment_3168357
Should have seen him a year or two ago, any post about survivor queues being long and it was all "Well it's clear that killers are leaving the game because it's so unbearable to play". Now that killers have long queues it could be "bugged" due to the incentives etc, lmao.
How nice of tagging me, since you´re talking about me. Anyway, it not like the bonus bloodpoints were taken down on the day of its release, because they were bugged or anything like that. Oh wait...
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3175554#Comment_3175554
10% is not a little.
But the current (and always) game problem is that if killer able to down a survivor early then camp/tunnel, the result will be at least 2-3k no effort.
Which cause survivors feel they always have to gen rush.
What about Reassurance and Camaderie? Those give more time on the hook against face camping killers.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3175843#Comment_3175843
This is the best answer here.
Especially when you face a killer like nurse, that lost distance after getting hit is so noticable.
Once again nurse benefitting the most.
Nurses are face camping now?
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3175784#Comment_3175784
The correction was just to add all the Rush meta ingredients lmao
Oh ok.
Lets see how the meta establishes. If survivors add Overzealus, Streetwise or This is not Happening to complete the build.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3175712#Comment_3175712
Correction Hyperfocus, Steakout, Prove Thyself plus a Nice Tool Box w/BNP and another Survivor equals as short as 50 sec if not sooner repair times....
Why correction? He talked about the 10 second applied on 5 gens as a flat 50 seconds of increased gen time. Or at least thats how i understood it.
Yeah the gen rush meta is back. Ironic how that was what the devs wanted to reduce, only to come up with something stronger in the next patch...
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3175725#Comment_3175725
Most SWF groups are just four people playing the game. It's insanely rare to have an actuall coordinated group playing sweaty and trying to harass you. I can tell you that the main SWF group I play with is barely a step above solo queue. It's just four friends wanting to play together.
The problem are those super sweaty teams. The solution is in the MMR system. If four people are playing together, inflate their MMR jump for a 4-man escape. Eventually they'll be playing exclusively against the super sweaty nurses and blights all day and will either start playing casual, or enjoy the challenge. If you don't want to face those squads, don't be super sweaty and you should only ever see them here and there as they soar past your rating.
((this solution is continguent on MMR actually funtioning properly.))
Yeah they amplified the mmr matching i bit to much. Even decent killers will get matched against seal team 6 SWF. Which obviously isn´t fun.
So i get that some survivors don´t enjoy playing against certain killers. But that goes both ways.
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@I_CAME said:
I don't blame people who do this against nurse and legion running four slowdowns. Zzzzzzzzzz. You're better off getting out of those games as fast as possible. Had a game on RPD against a lethal pursuer god nurse that had a down in the first 20 seconds. Don't blame the guy who hook suicided at all. A great way to reduce hook suicides is to get rid of things that literally no one enjoys playing against.
But how do we get rid of SWF?
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@Negi said:
Tiny buffs? Literally 50 extra seconds minimum on top of buffed perks like pain res, on top of better chase potential because of shortened CD on hit, on top of the survivor nerfs. The downplay is real.
Also lol to the guy who told a Ghostface pfp to play killer.
But it isn´t a flat 50 extra seconds. Since either several survivors do gens at the same time or they do them in coop, which reduces the gen time drastically. Oh and have you heard of Hyperfocus?
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@Zboard said:
Nah, sweaty tryhards at 5 gens deserve their 10 mins queue for 5 mins of match :)
Plus if killer has bad ping, i dont bother, is a free win for him
Ask bhvr to re-enable the ping check at lobbies, then we can talk
There is so much wrong. I don´t even know where to start...
Killers don´t have 10 minute queues. Not even close.
High ping killer isn´t a free win. Because hit registration takes a look at both the killers and survivors ping on the DEDICATED SERVER.
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@ThiccBudhha said:
Probably never? Solo queue is not horrible because killer is overpowered. It is horrible because your teammates contribute more to the killer's cause than the killer themselves.
This
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3173870#Comment_3173870
It still requires you to get hit though. You can't just use it to get the pallet or window like you could with old dead hard you have to BE HIT. That's their point. Old dead hard didn't require you to properly dodge a hit to make distance you could just make distance.
See message above.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3173865#Comment_3173865
https://forum.deadbydaylight.com/en/discussion/comment/3173870#Comment_3173870
Old Dead Hard was used at distance to give a small booty scooty to make loops they wouldn't otherwise make. It was fairly low skill, and only required basic game knowledge.
New Dead Hard REQUIRES the Survivor to use DH right before an accurate hit from the Killer lands in order to then give said Survivor a massive bonus speed and distance compared to old DH.
You are both correct, however, Old DH was much more maligned because it wasn't nearly as dangerous to use and required far less skill from the Survivor. Many saw it as "more powerful" despite the newer DH actually giving much stronger benefits because it had a low barrier of skill to use and came with almost no risk.
We good?
Old DH more powerful for lesser skilled players.
New DH more powerful for more skilled players.
This settles it. Yeah, we good.
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Hard to tell. Since his power is basically useless in its current state. I mean, Onryö has mobility and is C tier. So the whole argument "but he has mobility" is pointless as long as the rest of his power doesn´t work.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3173862#Comment_3173862
Okay, that answers that.
Have a good night.
You are arguing, that people used DH to gain distance to a pallet. You are absolutely correct. No one is claiming otherwise.
BUT the new DH is stronger in the regard, that you gain a longer distance after getting hit. Its superior in that regard, than the old DH.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3173822#Comment_3173822
Dead Hard for distance. Where you would be about to beat a survivor to a window/pallet, except he Dead Hards pre-emptively to use the dash to make it to something he otherwise wouldn't have. The reason everyone, as in everyone, as in every single person, would scoff whenever anyone said the patently stupid "Just bait it out". The thing everyone hated most about Dead Hard since forever, every single person would mention it in the dozens of Dead Hard threads.
Like.. you know this existed. Everyone did. And now you can't do it anymore, you don't dash and you're locked in the animation for longer than the Endurance lasts.
Was it suddenly not a problem and never actually existed now that it's been fixed? Am I being gaslit right now? What's happening?
Your point is?
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3173766#Comment_3173766
..are you intentionally misunderstanding or am I having an age-induced dyslexia fit and i've been typing in gibberish this whole time?
What seems to be the issue here?
Old DH = you move this .... far and don´t get hit. Possibly reaching a pallet that is close.
New DH = you get hit, enter endurance state and move this ....................................................... far. Reaching a pallet thats further away but having to mend at a later point.
Getting hit but not downed is more beneficial than simply a missed hit. Since you get speed bonus, run further and killer gets slowed down because of the hit anymation.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3173752#Comment_3173752
No, I mean like.
Dead Hard for distance where they make it to a loop you would have beaten them to and there was nothing you could do about it.
We didn't forget that was a thing, right?
Yeah... instead of getting 1 meter of distance and not mending. You now get 15 meters of distance and mending. You now get to a further away pallet with it.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3173741#Comment_3173741
Does that make up for losing Dead Hard for distance?
Since you get additional distance then just the meter from the old DH. Uhh yes?
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@Chocolate_Cosmos said:
Old DH was stronger.
Actually i think that the new one is stronger. Old one was hit E and either the killer got a miss or the survivor reached the pallet through the small boost.
With the new one you get hit and have to mend. BUT the killer also has the full hit/cleanse weapon animation. While the survivor gets the on hit speed boost, which gets him more distance than the old DH gave.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3172138#Comment_3172138
https://forum.deadbydaylight.com/en/discussion/comment/3172160#Comment_3172160
no you didn't even slightly obliterate me,lol. my point is that chases are easy and I suggest buffing survivors' chase.
Would you prefer to buff the running in circles or the holding shift W?
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@Tranquil_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/3172256#Comment_3172256
No, he’s saying that the game often relaxes the MMR parameters to make sure you find a game WITHOUT having to wait 40 minutes to find a perfectly balanced lobby. Thus, even though your MMR score might be “real” and accurate, the matchmaking produces lots of weird matches because the priority is to make sure matches are made fairly quickly.
Ohhh... kay. My bad then.
Did i mention that i hate mondays?
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If killer is to easy, then just play survivor for the challenge? You even get a bloodpoint bonus!
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@ScottJund said:
Yes, it does exist, and that would be super useful in a game in which the bounds of the matchmaking weren't stretched to not have 40 minute queues, thus entirely negating the point of MMR.
You have 40 minute queues? Even now with the incentives?
Don´t do streamers have some kind of priority queue or something like that?
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He wasn´t released even a week ago. So people are still playing him, despite being extremely buggy.
Until he´s fixed, the easy counter to his power is, to step aside. Because his hitbox is so small now, that he most likely will pass through you. Even in narrow hallways.
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I mean... his power does literally nothing right now. So just dodge it by stepping aside?
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I don´t understand the correlation between killer being to easy and bringing old DH back.
Are you implying, that DH carried survivors so hard, that it drastically reduced the kill rate?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3170231#Comment_3170231
Yeah, ik, that's what I was trying to point out, I've personally been running inner healing and even with the travel time, the cleansing, and the extra 8 seconds, still more profit than SC, and you aren't in the open either
I´ve been running a full healing build. Consisting of Botany, We´ll make it and CoH. Healing is so increadible fast. Yet, i see people run away from to me to SC with Sloppy. Its like they want to spend a full gen to heal themselves.
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3168005#Comment_3168005
SC sucks so bad now. Even with Botany. Unless you're healing teammates.
At the same time, the way the games have been going, who wants to potentially waste a med kit?
There are alternatives to SC. Which are so much more powerful.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3168034#Comment_3168034
Not sure how that would make her popular. Especially if people felt the need to always use Urban Evasion.
I also think Hag is just design wise not very fun for many people.
Isn´t it ironic how people complain that holding m1 is boring but also don´t like killers that break the running in circles or shift w meta?
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3168037#Comment_3168037
I think it is toxic, not throwing slurs in the endgame toxic but it's a different kind of toxic. I wonder how many people have tried to get better at a killer only to feel bad about it because they end up here and see "I hate this killer and they should be unplayable and anyone who plays them should feel bad" crap.
Yeah. Its pretty unmotivating. Sometimes i even see comments like "you have XXX amount of hours, why you play like this" because i never played this killer before?
Its like everyone who occasionally plays killer is supposed to handle every killer perfectly and gets trash talked after the match.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3168005#Comment_3168005
Kinda, it went from 32 seconds to like 45 seconds I believe, and that's before applying sloppy
And it's annoying because you have those stubborn survivors who insist on bringing it and wasting a minute to just do one health state
Then just bring one of the faster alternatives. We have more then enough healing perks that are far better than SC.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3168093#Comment_3168093
3K is win already and if the game has been fun I let last one have hatch I quess it's to show some friendliness too but killer should do whatever feels right I go for 4K usually though as last survivor usually gets the hatch anyway.
So is a 3 man escape.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3168438#Comment_3168438
I can't speak for everyone but I've never had 5 minute survivor queues ever. And I've only ever seen the 100% bonus attached to survivor, and even then my queues were/are near instant.
This queue time business seems more like a regional issue than anything else.
It was bugged at release and taken down after a couple of hours. I noticed, because i played SWF at that time and browsed the forum while waiting in the queue.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3168093#Comment_3168093
Youd be surprised to see how many survivors sacrificed themselves by letting the timer run out because i played nice. I have had nancys, jill and kates all die for me which makes me sad. I unfortunately dont have a video to prove it but yes some survivors do let you kill them. I actually because friends with someone online because i was playing nice as demogorgon and she didnt want to escape so she let the entity take her
Oh i believe you. There certainly has been a rise in that behavior.
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Isn't it obvious why David got tunneled? Ace didn't teabag to assert dominance.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3168090#Comment_3168090
No one even said queues are 20 minutes. I’ve been away from this forum since the mid chapter patch and you’re still peddling this misinfo. The fact is, people are experiencing longer killer queues than survivor and the queue incentive isn’t bugged.
On release survivors had the 100% bonus while sitting in a 5 minute queue and spamming the forum about how no one wants to play survivor anymore. Meanwhile killer queue was instant.
Before the incentive was fixed, my own queue never passed the 2 minute mark. While people were still spamming that no one wants to play survivor.
Now, after the incentive was activated. My killer queue is between almost instant to 1 minute and people still claim that no one wants to play survivor...
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/3168090#Comment_3168090
They are bad for me. I dont care what others are sayin, my own queue times are what matters to me lol.
And I have instant surv queue, but fastest killer I had since the big update was 3min. Usually its 5-8min and it makes me play killer less and less
Even now with the incentive?
Sounds weird. Hell, I just saw killer with 100% bonus on reddit. (Which is also weird. Ngl)
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3168093#Comment_3168093
If you don't want to, then don't. Problem solved.
Though considering survivors win individually rather than as a team, that's probably why you don't see many pity kills. Easier and less impactful to give a pity escape.
This then opens up the old solo vs SWF debate.
But yeah, everyone is free to give or not pity kills/escapes.
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@Michi said:
https://forum.deadbydaylight.com/en/discussion/comment/3168066#Comment_3168066
Alright my turn.
(while you described her addons from a survivor standpoint I describe them from her own view)
- issue 1 The rarity problem:
The green addons to draw traps faster, teleport further, see survivors aura when they trigger traps and to let the phantasm stay up longer are great. No discussion there. The big problem is : they also exist as yellow and (except for the aura one) in brown form too. Which means there are 7 addons which do what the green ones do but weaker.. This is such a huge waste of space and good ideas..
- issue 2 Stats increasers
Except for the aura one all mentioned addons add nothing to make the game more exciting. As the title says, the aformentioned addons simply increase some stats. While it is good to have these, it's sad to see that half of her addon kit is just stat increases and only 3 addons are good.. The rest is useless. It's also so boring to have addons which do nothing but raise some numbers..
-issue 3 All other addons are bad
You mentioned the silent trap addon earlier. It takes away the cam swing but it's still a pretty good addon. All other addons she has make her worse or they do nothing at all.
Examples: she has addons (many) to increase the trap trigger range. But guess what? Now you cannot hit survs out of a teleport anymore.
The addon which makes other survs deaf does nothing since the terror radius of the phantasm itself masks hags own terror radius. This addon does nothing but play a weird sound effect with 0 impact. You could even go as far and say (a metaphor) it's like Trapper having an addon which says survs get injured when stepping into a trap.
Hag has an addon which makes her terror radius 0 and increases phantasm terror radius when a trap is triggered for 3 seconds. Guess what? Phantasm is bugged to display no terror radius for months now and there is still no fix. Ontop of that you almost always tp to traps so this addon never activates. And even if you dont teleport you need to be lucky that someone triggers a trap somewhere at the right moment when you try to sneak up which happens once per year.
The bodyblock trap takes away the ability to teleport which transforms her into a 110% chase killer. You can only set up now during a chase but survs will leave the loop when you trap and the traps even dont have collision for a few secs after they vault, drop, get hit, sprint etc.
The shoe has the same issues. This addon transforms hag into Clown with the difference she cannot throw bottles, even worse, the slowdown must be placed on top of her. It's like a Clown who has to always drop bottles straight down. Isnt that bad?
And finally the one that allows her to teleport freely around is useless too. It makes you teleport everywhere but where you want to be. It's unhealthy when paired with make your choice and you cannot teleport to cut off a chase since you always look 180 degree away from a surv after a teleport (when you teleport using the addons power) which makes you miss 100% of all attacks.
I know this post was full of addon bashing. The core of it is simply :
Delete all addons and rework them except for the silent trap one and the green versions of the stat increases.
This means : out of all her addons only 5 are usable. Not even good. Just useable at best. The rest have no effect or even straight up nerf her heavily.
We kinda agree on the same things. All the addons that increase something by a minuscule amount are worthless (on any killer) and should be removed/changed.
And the other ones need to get fixed. Like the one going deaf, should be updated to completely remove the terror radius during the debuff.
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Why should the killer? It's not like survivors regularly give a pity kill, when all are about to escape. So why should the killer give a pity escape?
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@ShinobuSK said:
How can you have instant killer queues is a good question
Queues are not as bad as everyone claims.
Just because survivors have the 100% bonus displayed. Doesn't mean that killers have 20 minute queues.
Also it could be bugged like at it's first release. Where survivors had the 100% bonus and 5 minute queues.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3168077#Comment_3168077
Nope, you sure can't.
My buddy likes to run SC because he knows it bugs the absolute ######### out of me when I see him hiding in a corner wrapping away.
LOL
I have to admit. Annoying friends with wacky plays can be extremely entertaining.