VikingDragonXii
VikingDragonXii
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2955392#Comment_2955392
To an extent, yeah. COH didn’t need to go through this many changes, it went through 3 if you include the PTB change, and DS is still viable but the nerf it got was pretty hard core in my opinion.
What Nerf are you talking about....the if you do anything but try to run from the killer DS deactivates? Because if that's what your talking about the Devs said why they changed it to that if I'm not mistaken.
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@lachenstars said:
https://forum.deadbydaylight.com/en/discussion/comment/2966756#Comment_2966756
Absolutely true. Survivors can easily turn off all TVs with basically no risk. Or they could ignore them all game and never really worry about Condemnation. Either way, Sadako is an M1 killer with nothing to make her a threat in chase. It'd be easy (conceptually, I think it'd be much harder from a technical / code writing standpoint) to just give her an anti-loop power. But I think it'd be more unique to double down on her existing mechanics, and they could give her buffs to help her in chase based on Condemnation stacks. Or giving her demanifestation state a real purpose besides a weak mind game tool would help her get downs faster.
She's a slightly better trapper with a mic of wraith and spirit...her tp is kinda useless because if gens are done in areas where TV's are then you won't use those TV's the rest of the match....that being said I love playing her and she's not weak but she's not strong either and she does need some help.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2967644#Comment_2967644
Same, but like with every other QoL change, we'll get used to it.. But I guess we'll have to make the most out of piggy backing survivors to the hatch until the change goes live and we can't anymore :/
It will be a sad day....I'll piggy back all to either the gate or the hatch until it's removed from us.
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The thing is I like giving the last survivor downed the hatch if it was a good game and I felt generous. Now with the change I can't it will always end with me killing them.....
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@Shaped said:
They didn't convince me to grind and prestige. Still won't do it and don't care what am I going to miss. I am not going to lose my perks and be forced to get them back.
I play dbd when I feel like. It is not a job.
Really I mean it has gave me the incentive to get to p3 now just for the perk unlocks alone
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Here's the thing sometimes you can't find that last survivor before they open the gate or find the hatch. There have been plenty of games where I hook the 3rd survivor and as soon as the death animation is over boom the hatch opens and they leave. Having the Mori tied to a item brought in was fine tbh, I will be interested to see how many people will successfully get a Mori after the change
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They probably don't know of that specific one yet and I would go advertising about how you can use a known bug to gain a advantage over other players.....but yet they did nothing to wagon campers in Dead Dog so your probably safe.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2950670#Comment_2950670
this... it's the purpose of the forums interact with others and exchange opinions in the 1st place
No the purpose of the forums is for us to argue over everything and not to do any type of constructive discussions on anything....RAWAR I'm right your wrong RAWAR...my opinion is the only thing that counts.....
Ahem....Did I get that argument right or did it need more hatred and unwillingness to see others views and points....
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@[Deleted User] said:
Damn, I never thought of it like that. That would be a great fix to a perk that relies on the survivors getting the game over with as fast as possible and ignoring the possibility of being caught off guard.
Just do bones is a terrible argument but you can’t actually be serious lol
It's not a terrible argument to do bones. Most of my games I cleanse at least 4/5 totems and I'm one game cleansed over 20....Pinhead you sly dog that Perk gets me every time.
All I do is equip Small Game and boom easy peasy. I usually find them after starting on a Gen or just hiding from the Killer.
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@Nos37 said:
Lightborn
Lightborn dosnt stop the strobe affect of the flashlight clicks. When a Killer has Lightborn the flashlights brightness is still there it just doesn't blind them, so when a macro is used the killer gets the full brightness in a strobe effect causing said issues.
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@Aven_Fallen said:
Obviously you have seen the threads where people complain. Why did you not just read them and start a new thread instead?
For me, Legion-games are super-boring because they take far too long. I would rather get crushed by a god Nurse or a Alchemist Ring/Blighted Crow-Blight in 3 minutes than playing a Legion-game which lasts 10 times longer.
Really, a lot for Survivors to do is holding M1. This is fine, this is how the game is designed. However, mending adds more M1, but it does not progress the game. And it also is not really a fun chase, since a Legion in frenzy will get a Hit in and then runs away, so the only thing you can do is wait until you are out of their TR and mend.
Then there are other Slowdown-Perks - Thanatophobia alone increases Gens from 80 seconds to 96 seconds. Add in Pain Resonance and PGTW and Gens take forever as well.
And at some point, ressources are just gone, which makes it also pretty easy for Legion to get Downs.
But the main point is really that Legion-games just take painfully long. This is nothing new, this has always been the case. They are a terrible designed Killer which should have never left QA, but still we are stuck with this mess. And it is not even that they are a really strong Killer, Legion is B-Tier at best...
For me it's either really long games or really short games because how agressive most Legion's play. The constant mending gets old after awhile.
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I dodged a lobby that had 2 Dwelfs and 2 Aviation Aces.....I said no and dodged.
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@GoodBoyKaru said:
Without hatch, what would happen? 3rd survivor dies, and 4th survivor goes into full immersion mode. Doesn't do gens, doesn't get found, just hides and stealths and drags out the game in hopes they get an opportunity to do some gens and leave. I'm more than fine knowing the game won't last another 35 minutes past killing survivor #3.
Hatch prevents hostage situations. And as we know, it being bannable doesn't stop it happening.
Or last the full 2 hrs until the server disconnects automatically.....had hackers hijack a game and couldn't do anything and didn't eat to get another dc penalty.
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2943217#Comment_2943217
Why not? There have been perks that counter other perks for some time.
Like boil over and iron grip, or stridor vs iron will.
It's all part of the gamble.
Yes but one perk shouldn't totally neutralize another perk. Since everyone almost always runs IW Stridor has been made pointless. Now if it made it say 90% less effective then that's fine but not 100%
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/322538/please-nerf-flashlights
I could agree with a blind cooldown, but either way their easy enough to not be blinded.
A issue is being blinded from the side.
If you say looking at walls or anything like that is not true all the time, I have looked directly at a wall and was blidined from the smallest opening, or if say it's a window vault that's blocked off by RNG you can still blind through it.
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@EQWashu said:
Ghost Face is a lot of fun; both for standard gameplay...and games no player in the match takes 100% seriously and you wind up having a buttdance-off with the survivors for a few minutes before going back to semi-normal play lol even got a snoot-boop as Ghost Face once UwU that was a good match lol
My personal comfort map for him is anything Macmillan, I can get especially sneaky stalking on Coal Tower lol
I know you mentioned not being able to get cosmetics yet, but are there any that catch your eye to get first? (I personally needed the Scorched/Blighted one when I first locked eyes on it)
Hey when I play as Demo Puppy I like playing semi seriously and love head pats. That will definitely give you a free pass to escape, just ignore the bloody claws that is just....Strawberry Jam...yes that's it Strawberry Jam.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2940478#Comment_2940478
That is wickedness and you are a skallywag, sir! I love it!!
Hey when CoH ruined hit and run tactics I had to evolve to match the changes. I personally like CoH in it's current form, +50% boost is fine just now they need to work on the snuff aspect giving Killers a choice to snuff or break tbh.
Besides who doesn't like a nice "back rub" from Grandma.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2940473#Comment_2940473
Unironically love playing trapper. Also used to be a hag main, maybe there is a connection there 🤔
What's fun with hag and CoH.....find the Boon and don't snuff it. Use the shackles addon and trap the boon area in locations that survivors would go to hide and heal.
Then wait and watch their reactions when their safe area isn't safe lmao.
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@Shaped said:
My condolences.
Jk I play weaker killers myself and sometimes have fun with it. Recently started playing gf too and memeing around.
That's why I play Doc I love his laugh and he can be really fun to play. But I can't seem to play trapper....he's just way too weak to play for fun. Now Hag with shackles and severd ear is a fun combo lmao
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/322370/go-ahead-make-bt-basekit
This is a game, if you need to feel powerful is your problem, not the problem of other 4 people
The thing is it's not about feeling powerful and op is not saying it's the Survivors fault. In this game the killers were supposed to be the power role and survivors the weaker role. But somehow the balance has shifted because of Metas, one-sided maps, nerfs to weaken Killers, CoH/Boom mechanic, etc has made Killers into the weaker role and Survivors into the power role.
Now I'm not saying that Survivors shouldn't have a chance because that wouldn't be fun for either side. But the fear is gone while playing as Survivors because I know I can loop the Killer for 2 maybe 3 gens before he downs me, and Killer feels like a chore just to keep what little pressure they can unless you want to play very toxic and sweaty (which many are just casual gamers and not sweat factories).
Making BT basekit would just give Survivors a free perk slot for another Meta Perk allowing them to have 5 perks. Then we have to ask "What about BT as Bills perk?". Will they change it or make the basekit BT weaker, or will they give Bill a whole new perk to replace BT. We don't know and it's a very slippery slope that could snowball out of control.
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For me I work alot so I never finish any of the rifts and sadly don't have enough disposable income to buy a new pass each time, and the free section is not even inviting enough to even care about it. Yes it has a full outfit but it's so spread out with vast amounts of empty space that there is no incentive to even work towards it.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2930994#Comment_2930994
I see it still almost every game.
Same I played 30 games over the weekend and every game but 1 someone brought CoH. It's still a viable perk, it's still gives +50% to healing speed. That's not bad to be honest, what makes it broken is the inability to break totems and how useless snuffing them is.
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@Sumnox said:
I feel like his main power should be more risk/reard for him. It's way too lenient and lasts for way too long. Also, with turning addons it's too cheesy. They should balance it, but then again, they should balance so many things. Will they? Maybe. In 3 years time, there's a 15% possibility they might look into it, after 60 more killer DLCS, 150 more wigs.
Sadly Oni needs those add-ons because without them your pretty much on a single course and can't turn allowing him to get caught on the small pixels that cat killers larger hit boxes.
I have to disagree with you on the risk vs reward on his power. Killer powers should be based on skill over risk vs reward, heck DH already can give a risk vs reward because of it's ability to eat powers and force a cool down.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2933175#Comment_2933175
But The Artist doesn't get to bonk naughty survivors with a big stick.
*BONK*
It's not Bonk it's...ONI SMASH!
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@AngyKiller said:
I disagree. This would prevent Killers from EVER standing still for any reason, including any mindgaming they may be doing.
Also; a Killer could hook someone, stand still, and start neagting the slowdown of the Survivor they are camping.
Agreed I do agree though survivors standing and t bagging at gates is rather childish. When I stand there it's to say good by to the Killer and give them my item as thanks for a fun game maybe even let them down me and smack my butt out of the exit
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2911339#Comment_2911339
There are way less casual killer than casual survivor, and from business perspective it only makes sense to favor the bigger consumer base, add to the fact survivor mains way more likely to spend on the game.
And as you say survivors outnumbering killer 1:10. So is it makes any sense to lose so huge amount of consumers and playerbase?
For what? So that killers can have effortless 4K all the time.
Before evening too much killer and you need to wait up to 10+ min to get a game.
As said dbd is life are survivors, should be respected more, instead caving to killer main demands who want 4k all the time perklese
First of all most Killers dont want a effortless 4k games because tbh that's boring. Most Killers want fun games where the 2k 2e ratio works.
CoH was nerfed multiple times because it was way too powerful for thee type of perk it is. Boons are ment to be weaker since survivors can relight the totems or move the boon a infinite number of times. Having 7sec heals was too much. After the next fix to it, CoH will be more fair and still be strong since it still give self heal to everyone and it also gives a +50% healing speed boost.
You argue that because there are more survivors than killers then BHVR should cater to the Survivors because they are the life of the game.....false. what do you think will happen if all the Killers leave the game.....the game dies. SBMM and CoH caused many killers to either switch to survivor or quit all together.
Dead Hard you say will either be removed or made useless. You can blame survivors who have been using it beyond what it was ment to be used for. BHVR has said using DH for distance was not what it was supposed to be used for, that's why they are looking into it and more than likely they will keep the IFrames but remove the distance gained.
Boil Over was being abused by survivors so they reworked it.
Your posts just proves that you have no idea the real issues with the game. Unbalanced large maps make applying pressure with any Killer without a "travel" power to make. 16 Perks vs 4 Perks shows that Killers need to be stronger.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2911317#Comment_2911317
CoH got nerfed several times, yet it will remain a meta Perk because it's still good
It will remain a meta perk because of the nature of Boons that BHVR refuses to say is a bad idea.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2910298#Comment_2910298
You are entitled to your wrong opinion.
Gann I'm sorry but I have to say Hollow Knight is better ... Last time I played Valorant I was harassed until I quit because I was a new player. It's has more toxic players per Capita than DbD
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Ahhh my cutie Bugo girl I give you +20 Internets for posting that pic
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@Pepsidot said:
Like I said when keys got nerfed I would have liked it if they kept it so when all the gens are done the hatch spawns (regardless of how many survivors are alive). At least it'd be a bit more useful then and could lead to some clutch moments.
That's the thing that would put toouch pressure on the killer because they won't know where the hatch is and that makes a 3Rd thing to try and keep a eye on when there are also 2 doors that could be opening as well. Personally the hatch for the last person is fine imo, and keys are not too bad to use as long as you let the Killer get far enough away from the hatch or that RNG dosnt put the hatch in a spot that the killer can see a mile away.
*Memories of trying to open a hatch with a huntress with the accuracy of a spec ops sniper*
So many hatchets......
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2909830#Comment_2909830
The devs will need to change Iron Will itself, sacrificing a perk slot for a perk that may or may not be used doesn't sound good for me at least.
Well stridor helps out finding survivors easier it's just sad that they made IW totally negate Stridor because by all rights we are talking about regular humans vs a supernatural ability. But I may be thinking too logically for DbD
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2904378#Comment_2904378
I'm not arguing the strength of any perks but to say the perks are an advantage with no downside is just false. there is an investment required to set them up (time booning+time finding). This can be immediately wasted if interrupted and can be cancelled by snuffing.
Again, I'm not arguing strength here but let's not spout "alternative facts"
I get what your saying but finding totems isn't that hard. I find at least 3 a game without trying to find them. The time investment is nothing to survivors because while your blessing a totem you have 3 survivors on gens or 2 on Gens and 1 keeping the Killer busy so unless your teammate is a total potato and leads the killer to you then you'll be fine.
The snuffing is a issue because most Killers won't take the time to look for a Boon because they CANT afford to waste time looking for a Boon and still keep map pressure.
When they brought Boons out the Devs should of seen this issue coming where they gave Survivors a perk that's worse than the original Hex: Undying that they complained so heavily about.
But as I said I agree with what your saying just that downside to Boons is not really that big of a issue to deal with considering.
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2904212#Comment_2904212
I guess the devs will have to bring the old Iron Will back?
No just make stridor able to hear survivors again when they use IW. But if a change must happen with IW the max should be 90% not 100% so stridor can still be useful.
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/2903945#Comment_2903945
You truly believe that is the consensus of this forum and community?
That's sadly is the consensus of most of the Survivor mains on the forums. I just saw a Nerf Pop and Scourge hooks.....I have seen good ideas to give decent balance to perks and Survivor mains come complaining about whiny killer mains wanting 4k easy games. Now I have had good discussions with survivor mains that were a breath of fresh air but most are not that.
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@CashelP14 said:
At low ranks these are probably too strong but at high ranks they're needed. Personally I don't think any of the current killer meta perks need a nerf.
If they want Killer Meta nerfed then we will Nerf Survivor Metas, it's only fair right lol.
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/319194/nerfing-pop-and-scourge-hooks
Pop needing a nerf? That's new....
You haven't been on the forums long have you this isn't a new "discussion" sadly.
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2903791#Comment_2903791
Yeah that's why BHVR doesn't listen to the community lol.
https://forum.deadbydaylight.com/en/discussion/comment/2903731#Comment_2903731
If survivors seem to always hit it what is the problem with removing it or making it easier for new guys? I'm not for balancing only for newcomers like BHVR seems to do sometimes, but I haven't seen a good argument against this yet. DS is going to still do its' purpose and it won't make a difference for anyone playing against experienced survivors.
Removing Skill Checks on DS will only promote more players not to learn how to do skill checks and then pave the way for more complaints saying x skill check is not needed. Soon we won't have skill checks at all and everything will be hand holding for survivors.
Then players will complain on Killer perks with Skill check saying it's too oppressive because they don't know how to do the skill checks. New players will have to learn how to do the checks like everyone else, and same goes for killer perks that are hand holding too.
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@TheSubstitute said:
Get rid of the skill checks. It only punishes new players (who are not going to have DH and DS at the same time since they're, well, new) and experienced players who do have anti-chase perks and know tiles aren't going to miss the check. The game being more new player friendly isn't going to hurt it.
But it will sadly. If you remove the skill checks which you say are not new players freindly the where is the possible failure. Not everything can be auto or button press to success. I mean with you reasoning let's remove skill checks with repairing gens, healing, pig boxes, etc.
The point of skill checks is to try to balance the the advantage survivors do have over the Killer. When I first played I was terrible at hitting skill checks because I was well NEW. But after time I got better and now those skill checks are easy to hit. We don't need to give a crutch to players because they are "new" they have to learn the game like we all did and gain skills over time.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2902069#Comment_2902069
Yeah you might be right about that, I never really considered it too much since I only notice it getting louder when I'm about to go down anyway (like when I'm in the open for instance)
The chase music usually obscures it for me 🤔
Yea I noticed when I played against her that I'm working on a Gen and hear her phase get louder, I get off the Gen and slow walk away and hide and boom she appears a few seconds later. Same when I play as her players auto react when they hear it and run off.
Spirit was the Queen of Jumpscares and I loved it now I'm lucky to get a potato not paying attention and I scare him off a Gen.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2901966#Comment_2901966
"Gutted" would imply they completely nerfed her power even though it's exactly the same on a mechanical level
Survivors just have an actual way to respond to it now. She still moves faster than them, she still can't be looped as easily as other killers can and the information survivors get isn't 100% perfect - it's vague enough for it to be fair imo.
If they had left in the dust footsteps as well, I might've agreed with it being a straight up gut since that is almost perfect info, rendering the invisible part of her power pointless
Tbh the Directional audio was good with the audio knowing if she was really phasing or not, but what wasn't needed was the distance audio knowing if she is getting close to you while phasing, it like tying a bell around a cats neck and expect it to catch mice.
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@dugman said:
I don’t get the people who say “Boons are worthless”. Shadowstep isn’t overpowered but it’s far from being worthless for instance.
Yea but shadow step is very situational. Yes on places like Mt Ormond or indoor maps it's the most op Boon ever. But it's not weak no like the other two. Personally allowing the Killer to either destroy the totem or put tokens on them will bring back the Risk vs Reward of it and keep players from playing hot potato with totem blessing
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2901306#Comment_2901306
That's definitely a valid concern but I people will smurf with or with out visible mmr because I don't think it can be that hard to find out how to exactly lower your mmr if you want to
That's why they don't want to reveal MMR or how it is fully calculated. Because we have smurfers now as it is but imagine how worse it could be if they knew how to manipulate it further.
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Here is the thing they don't want to show us out MMR or say how it REALLY is calculated because then we will have people purposely smurfing worse than they are now. We already have a system that can easily be manipulated by us the players because of the Kills/Escapes = Skill. But that's obviously not the entirety of what's calculated because I have lost multiple games in a row when I ASSUMED I was in the high mid tier of MMR just by the skill set of the other players. After about 10 straight deaths, I still had rough matches. So there has to be other factors that calculate the score and I personally don't want anyone to Smurf thier way back to Low MMR to just beat on survivors or killers, that would force players to leave more.
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@CreeRoyalty said:
https://forum.deadbydaylight.com/en/discussion/comment/2898798#Comment_2898798
Yeah, ok. Then why remove the ranks at the endgame scoreboard? Also, you can clearly tell that a killer is new and survivors are not. A brand new killer vs four rank 1s and 2s is clear, just by observing and the scoreboard would verify that. Now we have no way to know if we need to help motivate these people not to quit forever because of their horrible experience
Ranks don't mean anything but time played. I'm constantly low ranked but a very good killer but because I can only play on the weekends my ranks will always be low. All showing ranks did was cause arguments.
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@IIITweedleIII said:
Is Pinhead really that hated? I thought it was just a meme. But having recently getting Cenobite, I noticed a craptastic amount of wrong with him. Am I alone thinking the worse AS KILLER his hits are a majority of misses? His lunge attack is crap, while his basic is luck of the draw. I know he's been out forever now but wow. Figured he be fixed by now. Especially after his re-do and actually getting the actor who played him, voice him in dbd. As a survivor, playing against him, it's just an annoyance having to hold down a button to unchain. There's nothing special about it. And that's it. Lose him and return to what you were doing.
The issue is no one wants to get off gens to do the puzzle box so a chain hunt happens and they can't do anything. The hatred is from more lazy survivors that don't want to stop the Gen rush method they all love
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2894527#Comment_2894527
Correction there are 539 players who wont play lol the killer will find 4 survs
If you look back up I misread what they were saying it was 5.39 not 539 lmao
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2890051#Comment_2890051
I think you're forgetting the downside to DH being you have to be injured to use it......
My favorite exhaustion perk is actually Lithe and I will run it over Dead and garbage Sprint burst any day
Yea I didn't really.....what is injured state anymore in DbD.....people can heal back so fast that's just a moot point.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2894375#Comment_2894375
Devs are also working on a solution for the grind. I won't hold me breath that they'll do anything about that or dead hard anytime soon.
The thing I have noticed is that the Grind they have been working on it for a while and want to take thier time on it, but when it comes to a perk not being used as intended they get right on it. But your right we will see what happens.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/2894527#Comment_2894527
They're not talking about 545, but 5.45. A bit less than five-and-a-half.
Oh man I didn't even see that decimal point....well now I feel stupid for missing that lamo....now thier post makes more sense I was like how is that ratio fair lmao.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2894463#Comment_2894463
The people in matches were in queues before.
Lets make the math, just as an example:
40 Killer in Queue and 2000 Survivors in Queue. This is a ratio of 1:50.
Now we have 20000 players in matches. This is a 1:4 ratio, so we have 16000 Survivors and 4000 Killers playing.
This means, at this point, 22000 Survivors and 4040 Killers are online. So the actual ratio of players playing is around 1:5,45, so for each Killer, 5,45 Survivors are playing. Which is not bad.
You can do that with actual numbers and you will notice that the result is not even close to something like 1:50 or even 1:30 or 1:12. Looking only on the players queuing up is wrong, you have to keep in mind those who are playing, because those who are playing are in the ideal 1:4-ratio.
(Obviously, you have some other things to keep in mind like players just having their game open and not queuing or playing or Survivors requeuing because they died in a game, but there is no way to calculate that)
Please tell me how having 1 Killer to 545 survivors no bad? That would mean there are 541 players unable to play. The current game should have a much better ratio.
Edit
After closer inspection I determine I need my dam eyes checked I take back my previous comment for a more understanding and somewhat funny one at my expense......ahem
I as blind as the Wraith getting hit by a hackers Perma flashlight on a sunny day.....that is all.