Warcrafter4
Warcrafter4
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- Warcrafter4
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@Brucecastro81 said:
Why do you need to say u play on Xbox, the game is the same in all platforms
I think we was talking about cross platform play as his second response from that I can tell was more or less talking about the killer pool and how he'd want the PC pool to be added to Xbox's through cross play.
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@DBDIT said:
https://forum.deadbydaylight.com/en/discussion/comment/1013045#Comment_1013045
If you're going to answer with a question as if this is personal then why answer at all?
It wasn't meant to be personal but to show cause and effect:
There are so few killers at higher ranks due to survivor complains getting killers nerfed that killers can act like tyrants and survivors have to put up with it or not get a game because they caused it themselves.
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@DBDIT said:
https://forum.deadbydaylight.com/en/discussion/comment/1013015#Comment_1013015
Who said I'm blaming killers? Just wanna know why it's considered fair, on killer side, when it happens so often. So it's perfectly ok for survivors to have extremely long que times just because a killer doesn't like a certain item or sees swf?
Is it fair that survivor's complains get killers nerfed let alone to the point that so few people play them that they do in fact get near instant ques to begin with?
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@NDwight88 said:
https://forum.deadbydaylight.com/en/discussion/121544/survivors-don-t-care-about-this-game
I think you and everyone like you should play both sides. That’s the issue in this game. Killers think survivors are entitled and survivors think killers are op try hards. If you play both sides you get to not only become a better player, but also develop a better understanding and appreciation for what each other have to deal with. Seriously, people who complain non stop on here usually only main one side and it shows.
Not entirely true:
I along with most people I know who plays both sides hate survivors more then the killer mains I know as we have to deal with both toxic survivors on both sides(Getting sandbagged/Bully squads) and potato teammates as a survivor.
Well I agree we understand both plights better then either side's mains they also still hate survivors more then anyone else due to having to deal with the survivor toxicity on both sides.
Also form playing 2 man SWF with them(I don't do 3+ because its too unfair) most of them really don't care too much about toxic killers as they do about toxic/stupid survivor as they are both statistically more likely too appear(In 2 man SWF its X2 more likely to run into a toxic survivor vs a toxic killer) and also toxic/stupid survivors kill them more then any toxic/mori using killers ever will.
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@NDwight88 said:
Dramatic much. Lol. I swear this forum is absurd. Basically preteens throwing tantrums on a keyboard.
Satire is dead to you I see.
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@PigMainClaudette said:
How about no since there are too many Billies and Leatherfaces ONLY using their saws? You have a mallet. Use it.
Or what about Plague with her vomit? Does she get the bonus?
I like that the emblems do currently punish those who rely on what I would describe as cheap tactics. If this worked for Myers, Plague or Ghostface, I'd be fine with it. They have to WORK for their instant downs.
For plague I'd think they would just make hitting a broken survivor regardless of how they became broken to count as a X2(Both for score and BP) hit as its either:
A risk/reward perk for the survivor so why should the killer be punished for stopping greedy perks like second wind/Deliverance?
Or its part of the base kit/addons for the killer like plague as you said or legion with their legion pin add on.
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Billy's instant down chainsaw dash is mostly in a straight line and even looping him against something like a small rock let alone a window its possible to keep him from getting it off simply due to the restrictive nature of his chainsaw dash.
I am not even very good with survivor and its rather easy to do which is why he is considered balanced as he has counter play to even his strongest ability.
Edit: sorry about the bad quote I misread what you meant.
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@Deezus said:
https://forum.deadbydaylight.com/en/discussion/comment/1007964#Comment_1007964
I'm not sure what you are saying here but its my fault. My bad for not clarifying my post. My argument is that gen times are without a doubt a problem to be discussed, moreso than map size infact. Map size is an issue dont get me wrong but yes, this is pretty much the fastest you can find and down someone without instant downs and yet even with a slight debuff to gen speeds, three got done immediately. I wanted to put this in the discussion because I am worried that the speed of gens getting done will get neglected and that should not happen. There are a whole mess of issues to be resolved, and youve listed them yourself but again, my argument is that the problem with gen speeds should not be dismissed for those other issues.
I was agreeing with gen speed being to fast as I was saying this more or less:
If 2 Fast back to back survivor downs in the first min or 2 of the game still results in ~3 gens popping then something is wrong with the generator speed in the game.
Edit: This is let alone with thanatohpobia getting 2 stacks due to it slowing down the gen completion.
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This is nearly as fast as possible to get 2 people down on a killer without an instant down and ~3 gens where done even with 2 slowdown perks...
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@Moox said:
While playing survivor I have noticed killers disconnecting from the match and/or complaining in end-game chat when I successfully stun them with Head On. I find this very confusing because I honestly think Head On is a fair and fun perk. There is a significant delay before you can use it, it causes Exhaustion for a while, you need to know when to get in a position to use it and where, and its stun time is fairly short. The only time I would say Head On is "unfair" is if you combine Decisive Strike with it for a total stun of 8 seconds. Even when I am playing as the killer and get stunned with Head On, I find it funny how I fell for it when it could have been easily avoided. And, isn't having fun what DBD is all about? I made this discussion to see what the DBD community thinks of Head On, how balanced it is, and how fun it is to use and play against.
Most killers don't mind when solo survivors who use it no one minds its just another case of SWF making something relatively harmless into a troll/bulling perk. EX:
A survivor can crawl next to a locker that has their SWF player in it so if the killer tries to check the locker they get stunned and the person gets a large head start if not a free get away if the killer decides to pick up the person thus stalling for more time for gens to get done.
If they don't check the locker and pick up the person they'd get a head on stun save which sense the game doesn't tell you who is SWF or not killers can't tell if that will happen or not.
This needless to say puts the killer so far behind its not even funny.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1005369#Comment_1005369
Mori is for weak killers
You know there are dailies for using moris them right?
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1007356#Comment_1007356
They said the stat is wrong? When did they say it?
When it was posted they said its unreliable due to too many variables Such as:
Items/Addons/Chest key RNG/Mories/bad map spawns for either side/God loops/windows/ 1 rank 1 person with 3 rank 20's vs a rank 1 killer is still a rank 1 game/Ext.
Effectively they don't have the ability to give a 100% reliable datasheet due too the way the game is designed.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007475#Comment_1007475
Wrong. While you may be in your prime now, you will realize that as you get older, your gameplay skills may decline. But older people typically have more time and money than younger people.
Deathgarden was balanced for a 4-5 man on comms originally, and it completely died, because the killer was so powerful they absolutely stomped on the solo Qs.
From what I know of Death garden's demise: The devs did try to rebalance the game solely for new players....It killed the game even faster then if they had done nothing!
Also just from a statistical point of view going only for a new audience(Not trying to get new ones while keeping the old ones content) is strictly a financial gamble for any product that rarely work as your forsaking current income for potentially higher new income which for an obvious reason rarely pans out.
I like history so i look these things up but most companies that try this end up worse if not going completely under if they completely forsake the old customers.
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@T4ank3d said:
In addition to OP
Why do so many Killer add-on's also have a negative?
IMAGINE
Toolboxes - Repair faster/Run slower
Med Kits - Ability to heal and heal faster/Repair slower
ect.
Next to NO downsides for any survivor add-on's, maybe a slightly smaller skill check, or higher chance to get a skill check. No where near the negatives killers receive.
. . .
Anyone claiming if killers didn't have negatives they would be OP or unbalanced has a clear bias.
Well i agree for the most part however some killer addons like both of Michael's pinks make sense having a downside as not having them would make them too overpowered(Imagine running both without the insanely slow to get tier 3 that's an instant win).
However most addons that have a downside really don't need them like using Michael again:
The ALL non pink tier 3 duration addons:
Brown, Yellow, Green which have a 50% more stalk needed downside for only 10-30 second longer their 3 respectively. while the purple is 100% more stalk needed for only 40 seconds(Making it more or less just 2 yellow ones combined)
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/993487#Comment_993487
All they did was really say that the feedback on the change they got back from the internal testers was positive.
Why wouldn't they say this about a change? They have done this with almost every change to something a lot use as they know there will be backlash coming.
Its simple: It has no point other then to throw the internet tests into question.
If the internal tests and what the public says is so different it should be pretty telling on how unrepresentative the internal tests are if there is a day and night difference between the two.
Now please answer me this: Why would they want to prove that their internet tests are unrepresentative of what the public will respond too?
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/993453#Comment_993453
That has already been commented on by a dev. The feedback was in reference to the internal testing before the changes were announced and nothing to so with the ptb.
As for adding it into the survey what good would it really do? What constructive feedback do you think they would get that isn't already on the forums?
The ptb survey is designed to ask about the changes made that can be tested properly. This is why they asked about the Doctor and if the power felt good to use, how he plays or what its like to verse along with the rift regarding challenges to see what people think of them.
Ruin on the other hand in theory has to work off of gathering data for the true impact to show which unfortunately can only be done in a live environment as it needs games to be played normally which doesn't happen often on the ptb.
Ok then please explain the reason why the devs would feel the need to announce their internal feed back on ruin to the public?
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@Almo said:
We read it and we care.
Tell this to the mission ruin feedback section on the PTB survay or the fact you guys announced how well the ruin feedback was doing on the PTB before the PTB was even available which didn't you yourself post?
This isn't meant to be insulting or inflammatory but all public evidence/actions points to the contrary and those speak louder then words on in this case keystrokes ever would.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/990676#Comment_990676
Any time I read something like this all I can think is "corrupt intervention."
I'm not even asking to be a sarcastic jerk, but why is that not an option? I've seen it compared to ruin and also suggested as an alternative by other players, even some youtubers (who a lot of people seem to take as valid sources). So why is that never considered as an early game slowdown perk when it's literally only effective in the early game and stops survivors from doing certain gens?
Its mainly due to 2 things:
- RNG If there are 4 gens equally far away it randomly chooses 3 with no consern for map blockers making the effective distance to any of the 4 much further then the others.
- Its buggy example: On rotten fields i have had it block off 2 far away gens and 1 near by despite me being able to see the other gen's aura in the opposite corner of the map from me(Furthest possible distance) NOT BEING BLOCKED BEHIND IT!
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I derped
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/990676#Comment_990676
I agree to the part with the Dev Notes, but not about the point of complaints. The vast majority is simply crying.
What about you crying about them crying?
Complaining about complaining is still complaining.
Edit: Its fair to call out people on their bad acts but if you start doing so in the same bad act way you become no better then the people you are calling out.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/119753/is-there-a-gen-speed-remedy-soon
I would assume they are planning something because the developers have been ignoring any questions related to fixing generator speeds. 😁
It's very suspicious — I never seen the developers act this way towards the community so they are either:
- Have something planned that they aren't ready to announce yet.
- They have a huge disclaimer and don't want to add more fuel to the flames.
i am sorry buddy but as other pointed out: If they had something in the works they would have said it just to stop the backlash that has been going on on nearly all social media platforms for the game.
Heck it doesn't even need to come out with ruin(They could say its to see how much they'd need to push it form a live test) just saying they are doing trying to do SOMETHING about it would help calm the fan-base.
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/989905#Comment_989905
Their stats are not and have never been a good measure for any sort of metric regarding killer/survivor performance. There's too many variables that go unmeasured for that information to be valuable. Also, one of the developers (Peanits) mentioned that this data shouldn't be taken to heart somewhere on this form (too lazy to look for it).
They say the data shouldn't be taken seriously but also recently tried to paragon legion's ~0.5% monthly kill rate increase as a testimate of how much the legion changed buffed him.
If the devs only applies that logic selectively its fair to say the devs aren't worth believing when it comes down to the data and any statements on it.
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I am sorry but how are you getting those matches when i get back to back 3-4 toolbox SWF red ranks at rank 9 killer?
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Bringing 4 toolboxes is begging for mories and max tier addon's like iridescent head.
It doesn't matter who is on the receiving end if you go all out so should they.
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I personally think them doing combined ones like:
Rite of Equivalence: 60k bp
Complete 1 gen as a survivor and hook 2 survivors as a killer(order doesn't matter).
Or:
Ritual of Sparring: 65k BP
Get chased for 90 second as a survivor and chase survivors for 90 seconds as a killer
The high BP is simply to get people to actually want to do them instead of rerolling them.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/986465#Comment_986465
Duh.
Bit of a stretch to say there werent any dc if survivors keep skipping those punishments by hook suicide.
Anything between 50% and 74% ist still less than an average of 3 kills. With high ranks needing 3-4 kills to JUST NOT DROP RANK.
An average high killrate per player is still preferable to an average high escape rate per player. Good thing survs dont need to escape to pip.
Don't forget some killers like the plague can still depip with a 4k at high ranks due to how screwed up the rank system is for them.
There's enough videos on it to show it off that I don't feel like i need to link it as I have seen nearly every popular killer streamer experience it but needless to say for plague to even stay in red SHE NEEDS 100%/0 K/E RATE(Killed/Escaped).
If that doesn't show how stupid the balance around 50%/50% K/E is idk what will.
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The simple answer is no for the same reason why white ward doesn't stop franklin's demise from making you lose your items:
Its sadly because people would abuse it to duplicate items/Have effective constant white wards if they just have a friend DC when a game starts to go south.
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@Peanits said:
It could be interesting. If it does, surely that would encourage survivors to slow down and do totems to prevent that from happening.
Ruin would like to have a word with you...
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/979668#Comment_979668
That's possible. I'm pretty sure that the devs just look at "Recent Discussions" most of the time when they browse the forums - their response patterns seem to suggest as much - and I know for a fact that they look through all the feedback in that subforum after the PTB closes, if not before.
I would probably say that just because they're not responding to posts doesn't mean they're not reading them - they do have a lot of other things they have to do for work outside of the forums - but I can definitely see what makes people feel like the devs aren't listening at all. After all, it's easy to feel ignored when someone just doesn't respond to your attempts to reach them, in any context, not just online.
I DID say they read the PTB forums but because they didn't publicly respond people will feel ignored posting there which undermines the point of it.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/979577#Comment_979577
So I've heard. If you believe that, and if you think it's still worth it to voice your opinion anyway, there is a place for you to do that. If you'd rather not, no one is forcing you.
I understand that you, and many others, don't feel like the devs will listen or anything will change and so there's no point in giving feedback. All I'm saying is that for those who do want to give feedback regardless, there is a place for it that I linked above.
Ok I think another thing that adds to why people think that the devs are ignoring them and why they are focusing on posting their greivences here is the following:
For the current PTB feedback there has been a grand total of 1 dev post in the 3.5.0 forum and that was on the oni regaining his flick. This makes it looks like the developers aren't even looking there(Even though they probably are looking but don't want to interrupt the discussion).
Meanwhile this section of the forums has had at least 3-4 posts about ruin(None of which made the situation better) so I think people feel like they are more likely to be heard here due to the dev's own dev post record for this PTB showing they pay more public attention here then on the 3.5.0 forum.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/978518#Comment_978518
The changes were announced yesterday. The PTB has been going on for barely 12 hours. I get that it's disheartening not to see the devs saying things like "yes we agree there are issues and we're going to change them" right away, but if they're following their usual pattern, that's because they're giving it some breathing room and waiting to see if people still have the same complaints once they've had a bit more time to test and get used to the changes.
They've proved in the past that they're willing to listen, as you say, even though at the time, the people giving the feedback felt exactly the same way as you do now. We can say from past experience that they probably are listening even if they're not responding very encouragingly. So let's give them a bit more than 24 hours of leeway and see if they'll be willing to do something this time.
I'd normally would if they weren't already on the forums effectively saying: Its going though anyways so stop complaining.
I would have given them the credit of the doubt if they hadn't confirmed they don't care about the feed back in the PTB on ruin to the point(As far as I know) they didn't even bother putting feed back on the changes on the PTB survey despite it being a rework to one of the most used perks in the game.
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Fibjean I think that almost(If not out right) proves why people are pissed right now about the PTB:
The devs have PROVED they are willing to listen in the past but on ruin they are doing the metaphorical equivalent of plugging their ears while saying "Lalala I can't hear you" to any and all criticism of the ruin changes.
Which is both jarring and demeaning to players who are genuinely trying to give constructive feedback.