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Xbob42

Xbob42

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Xbob42
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  • Pfft, what gives you that idea? The lack of any sort of tutorial beyond "here's how to move, here's how to do gens?" The fact that you need to buy or massively grind anything beyond the base killers/survivors, which is a ton of DLC packs? The fact that after you buy those packs you have to grind each of those characters to level 30 to start unlocking their teachables, and all the way to 40 to get all 3?

    The fact that perks are distributed randomly even after you unlock them?

    The fact that perks have tiers for some godforsaken reason, so you have to randomly earn them 3 times to get to their actual usage?

    The fact that a ton of the perks have a bunch of status effects literally not explained in the game, requiring you to go to the wiki?

    The fact that all matches are ranked, so you're "in it" from the start?

    The fact that the only way to practice is to force a friend to sit in your game since there's no practice mode for solo?

    The fact that it's a team-based online co-op game where your only method of communication is two generic emotes?

    The fact that the ranking system is annoying and often confusing even for veterans, forcing you to actually play worse to rank up? (Gotta go on longer chases, killer! Don't just down someone super quick, silly!)

    Nah man, you're crazy. The game is super friendly for new players.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/201195/two-fun-bugs-in-one-fun-match

    First one is a ######### lol but the second one is due to ping on her side. She was probably much farther ahead on her screen when she went down so the server fixed it for her when adrenaline kicked in. It's why sometimes after you down a survivor, they seem to port a few steps in a direction.

    Sometimes when you down a survivor? It happens every single time. It's ridiculous. Although with an 80ish ping you'd expect things to be far less desynched.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1705721#Comment_1705721

    I just have to kind of point out this tiny thing to a different argument I see a lot. You just kind of mentioned how hard it can be to find the hatch for survivors or even us killers. Then that shows us how much work it takes to use a key even IF the requirements for hatch to spawn are met you can walk the entire map and never find it and die before getting to use said key.

    Oh and I also am a very nice killer. It takes a lot for me to kill the last person or even half the group. The only real time I kill someone is when I mean I am being clear as day that I am not trying to hurt you and yet you act bad ass. I love when a survivor will teabag as though they got the best of you even though you could have hit them 100 times. I had two survivors do this one game not knowing I had Blood Warden. I was legion and the one came out teabagging from the gate and I downed him because I also had NOED. Well his/her friend watched as I carried their friend to a hook probably thinking okay I will just BT them and we both will escape. Well the moment Blood Warden popped I laughed as the last survivor panicked first trying to run out and then trying to run away from me. I did let them live and even guided them to my NOED totem but I hope they learned to be humble and thankful when a killer is being nice and letting you live. lol

    I mean, the hatch can be very hard to find. But usually if you bring a key, you bring a map, which can show the hatch even before it spawns. Plan ahead, kids!

  • @SCP_FOR_DBD said:

    I can't wait for the fix, its the main reason I don't play blight as often as I'd like to.

    I didn't see it myself, but I heard it was "low priority" because "it would take a lot of time?" Which seems weird, SINCE IT HAPPENED ON ACCIDENT.

    Forgive me if this was never actually said and I read bad info.

  • Nothing a video shows would differ greatly from what a server would show. At worst, you'd combine the telemetry of all sources (clients + server) to see where potential discrepancies would lie, I think. I don't make telemetry systems, though, so I don't want to say more than I actually know, so I'll stop there.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707811#Comment_1707811

    You don’t know me.

    Being grateful doesn’t make you a “sucker” its makes you, oh I don’t know... APPRECIATIVE?

    You’re using your imagination to determine how my childhood was? LOL!!

    This community gets better and better every time I step onto the forums.

    Be grateful to your friends, to your family. Be grateful to strangers who are nice. Never, ever, under any circumstance, be grateful to a corporation or a brand. They are not people. The individuals in them are people, so be grateful to those people if they're nice to you. But not to BHVR as a whole. It is an entity, not an individual.

    Even if you wanted to, be "appreciative" of the right things, like making a great Halloween event that's at least as good as previous year's, now that BHVR has dramatically more money and manpower, a Halloween event (again, IN A HORROR GAME) should be the greatest month of the year for this game. But they just made some skins to sell, put a couple stinkflowers in each map, and sold us a new rift. Once they realized that didn't make people happy, they backpedaled hard, but didn't do so to make a good event, they took yet another lazy route: have some shards.

    It's frankly pathetic. We should be having a super fun event full of Halloween goodness. Instead, I'm on the forum being told I should be thankful for them giving some free ######### mobile game-style currency after not making a Halloween event. Awesome. Next year's will be even better, I'm sure. Maybe it'll uninstall the game and charge me $50 for the honor.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707832#Comment_1707832

    I see the video. I get the basics of it. How is that supposed to tell you if someone was using a script to teleport? What if it was just the server being stupid? With the amount of bugs in the game, using that as sole justification for a ban is problematic. It shows you basic movement of what transpired, I'm guessing? It doesn't show you if something caused something to happen or if it was a bug. Doesn't account of latency for hits. Different connections. What if you got banned for teleporting but in actuality, you lagged forward really hard due to the server just having a mini freak out? What if you down someone but on their screen, you're 10 steps away so you get hit with a ban for cheating? Video can show actually what's going on, what was done at that moment and even give a bit more help to see if its a glitch, bug or hacks. That window bug where you go through it with a map active. How is that supposed to show you what happened correctly? What about the deathslinger and you can't wiggle? There's a reason why video is usually required for reports, even in Call Of Duty and that's a AAA game with microtransactions but they won't process anything without video evidence.

    Ah, you seem to not really understand. The telemetry is based off the server data, not the client data. It doesn't show "basic" movement, it shows every single action and keypress, and the results of those actions and keypresses. Again, in a good game, you can drop that into the game and have it play back the entire match, exactly as the server saw it. Including latency for each player at each moment, if you want to get real granular. Would it take into account bugs? I dunno, maybe. Does a video recorded by a player? Absolutely not. It would be better in every way.

  • In a loop you are making educated guesses on when it's safe to vault a window or throw a pallet. In that case, the killer is also guessing, to an extent. But you can see each other and it's trying to hide yourself is the goal of both sides in many loops, the killer so he can get a sneak hit in, and the survivor so they can sneak off or buy more time.

    "Having stuff between you and the killer" is not counterplay, because you cannot place stuff. You can look for stuff, and then put it between you and the killer, and that's counterplay, but then you're reliant on map RNG. I think the game is already too reliant on map RNG, but what do you do if there's no crap between you and slinger?

    "Getting a feel for the timing" is silly, that just means you as a Deathslinger play very predictably. As a killer, you don't want to be predictable. There should be no timing to guess, you're not a boss fight in a action game. You can fire whenever you want.

  • What I described wasn't an automated system. What are you talking about? It was telemetry data that BHVR customer support could scrub through in about 25 seconds to find out the truth.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707739#Comment_1707739

    They can only do so much and why should THEY record your gameplay? No other game does that. Its easy to record your gameplay nowadays. If you want something done, then put a little effort into it. Why can't devs just fix bugs that we see? Because you have to SHOW them what is bugged or mention it so they can attempt to fix it. That wouldn't even be appeasable to record hundreds of thousands of games on the off-chance of a cheater.

    What the ######### are you talking about? Every game under the sun records the telemetry data of the match. They don't need a video recording because it records the actual match data, every action, every location, all of it. It's exponentially smaller than a video, and shows the entire match. It is automated, tiny, and not prone to the issues that come from the perspective of a single player.

    I don't know where you learned about how games deal with reports, but DBD has the dumbest system I've ever seen. Apparently they're only tracking the most barebones ######### like what killer wins what match.

    Real telemetry looks like this:

    Untitled Image

    Evolve did this almost a decade ago. And it wasn't for customer support, it was just the end of match replay summary showing what everyone did and where they went. This same data can be used as a replay system in the game engine, which on the customer support side means they get a full, map-wide, in-game replay of the entire match that, if the system they've built for the game is good, they can scrub through quickly and easily. All for a few kilobytes of data.

  • @BeardedMenace said:

    ?? You must be new to this game... It's never coming because how toxic players are. Go play Friday the 13th and you'll see why comms are never coming. Start playing with friends, that's about all I can tell you. Sorry bud!

    That would be a stupid reason to not add a way to communicate in a team-based online game. Here's a wild #########' solution: ban toxic #########.

  • @HEX_MalusGrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1706326#Comment_1706326

    ^This

    I missed a ton of shot's that should have hit. Survivors complain about not enough counterplay but all you often need to do is to smash <- and -> while running and there is a good chance a shot will miss and even go right throu you. Similar to the 360 move on other killers.

    That isn't counterplay, at least not how you seem to think it is. Counterplay is I see you're doing something, and I can observe what you're doing to make a play that, if I'm more skillful than you, will result in a favorable outcome for me.

    Mashing left and right is not that, partially because of quickscoping (he can fire instantly so your "dodge" isn't seeing the shot coming and moving out of the way, it's wiggling around like an idiot and hoping that forces a miss, which are NOT the same things) and partially because of zoning. He can just keep bringing up his scope with no penalty until you move left and right enough to lose a massive amount of distance dodging literally nothing because he was never going to fire to begin with.

    This is different from the Huntress, who has counterplay. Because you can see her projectile coming, and dodge it. You don't need to wiggle left and right, you can see it, choose a direction, and move out of the way before it gets to you. She can't quickscope zone you because she has a large windup (visual and audio cue with delay) before every single shot, plus a charge time if she wants the hatchet to go faster, making it harder to dodge in time.

    How people cannot grasp the difference between making wild guesses and hoping the other person fails and actually responding to what is happening in a tactical manner is beyond me. I know "dodge" and "he missed" seem similar because they result in the same outcome; you not getting hit, but in terms of playability, they're so, so different. Maybe an exaggerated analogy will help: Imagine a guy throwing big, heavy rocks at you from across the street. You see each rock coming, and dodge it. Now imagine that same guy with a machine gun and wildly firing. You're not "dodging" those bullets, you're hoping they don't hit you.

  • I absolutely despise lazy color tints to give anything "identity." Comes from years of hating 360/PS3-era games and their piss filters, I guess. I'd much rather they added color to the objects in the map, rather than OOOH BLUE FOG.

  • I mean, if by "play" you mean "attempt to complete my objectives," then no, absolutely not. I can force them out... unless they decide to get cheeky and hide or split up just to waste more time. I guess theoretically I could maybe find one of them in that scenario, but even then, unless you're on an instadown killer they'll just use the speed boost to run out the door while teabagging more.

  • "Discordance didn't get a nerf, it just went from infinite range to not infinite range!" - Smoothbrain Squad

    96 meters does not cover the entire map. It covered the entire map before. Now you will find yourself in situations where you can't see the status of the furthest gen.

  • What am I supposed to do when 4 survivors are sitting around teabagging outside the exit gates?

    Lose, that's what. You lost. It sucks. It can be boring. That's how it goes.

  • Sorry, we're not giving out credit this year. But you can buy premium credit at the Xbob42 Store, 100 credits for $1, but 15,000 credits (bonus 50%!!! BEST VALUE!) are only $100!

  • @n_coming said:

    https://forum.deadbydaylight.com/en/discussion/200862/survivors-be-warned-of-us-console-players

    Try playing killer, every time I swing or gain bloodlust I skip about 10 frames.

    Dang, with console performance that's like a solid 25 seconds of missed gameplay.

  • @Pipefish said:

    Someone is salty 😂

    Is that supposed to be like a gotcha or something? HAHA YOU'RE MAD THAT YOU GO ######### OVER. No #########, Sherlock. Of course they're mad. You're supposed to get mad when you get bent over. Only an idiot would sit there like "haha I got worked good, herpa derp."

  • The tiers are basically only there to make you grind longer. They're terrible. Frankly you shouldn't need to level at all to get perks. Once you unlock a teachable, it should just straight up be available on all your other characters.

    They could still have you do plenty of bloodweb grinding without making the perk system a busted, messy joke. I don't see why we need grinding in a horror-themed game like DBD to begin with, but BHVR seems 12,000% onboard for whatever new ######### trend is going around to maximize player retention at the cost of playability or enjoyment, so don't expect any changes.

    Now please log in for your daily free to play mobile game bonuses disguised as a Halloween event on a horror game.

  • If I know where the hatch is, or it takes me less than 10 seconds to find it, I'll give you hatch. But I think I'm done wandering around the entire map in that awkward "hang on I know it's gotta be around here somewhere this is my 5th lap why am I being punished like this" phase.

  • I don't think "when they're looking at each other" is even good enough, because the game has a huge cone that qualifies as "looking at" someone, so you'd be inadvertently revealing your position many times per chase regardless. You could still try to play around it, but a survivor could make it super annoying to do so and cause even more frustration.

    Give it a 40 second cooldown and have it reveal auras to each other for 3 seconds. Make it sort of like a survivor version of I'm All Ears, which functions the same way. Except in this case it'd still be better since the survivor could choose when to turn it on and initiate the cooldown.

  • @HollowsGrief said:

    While I do agree the "event" is poorly executed I feel like this needs to be said: complaining about being given FREE STUFF is a pretty entitled way to think and is really an extremely selfish mind set. Sure they gave more stuff before but they never had to give ANYTHING for free. That being said I am not saying that makes being greedy is okay either just that being upset about only getting one free thing instead of more free things is an extremely childish mind set. You are owed nothing, be grateful for the gift, if you get one at all.

    It's only free if your time is worthless. Grinding for petty cosmetics in a manner that is 10x harder than previous years with less fun means they have failed to reach the precedent they themselves have set.

    Further, no one is required to like what they put out. They are not entitled to our money, our time, or our praise. Do not be grateful to companies. A company is not a person. Be grateful to your friends and family, not to Behaviour Interactive Inc.

    Everyone is completely free to voice their distaste with the continued degradation of quality in a game which we all likely paid money for and continue to pay money for (there's paid chapters every few months with game-changing perks, so you don't pay, you get left behind, or you griiiiiiind for ages unless it's a licensed killer) and a multimillion dollar company does not need Jimmy NoNuts to go to bat for them on their forums.

  • @Rockatansky said:

    God forbid Killers just walk forward and chase them out instead of complaining about it on every forum known to man.

    Literally no part of my post was crying about it. I wasn't even present. I just find it strange that people would waste so much of their own time doing nothing. You're free to do it every game if you want.

  • @Kamizake12 said:

    well i like to give the killer bloodpoints so idk

    While I appreciate the gesture (if I'm nearby to get a hit) frankly hits really aren't worth much. If I get 10 hits at the gates that's still 2,000 fewer points than a survivor gets for escaping. More profitable just to move on!

  • You see that many flashlights, you bring Lightborn and laugh all the way to the bank.

  • "Thank you for charging me money, faceless corporation. I really appreciate it." - The Consumers Who Helped Destroy Bethesda

  • @NekoGamerX said:

    I think we should be happy we got anything I just want to streamer charm thing fix not working for some ps4 x box switch players even tho some streamer trying to help with that not working I feel like some pc user getting more then 1 or 2 of this charm.

    No, you should never, in any circumstance, "be happy you got anything" when it comes to a product you've paid money for. This isn't a charity for them, and it's not a charity for you, either. You should always be demanding more bang for your buck from any product or service you pay for. And then the company behind that product or service will be trying to get more dollars from you than they put into the product or service.

    The whole thing kind of falls apart and becomes a shitshow when consumers are "grateful" for being allowed to spend less-than-a-ridiculous-amount-of-currency-that-still-took-hundreds-of-hours-to-earn in exchange for a skin. It's okay to enjoy something, or to think you got a pretty good deal, but going "oh well, at least it's something" means the product or service is not meeting your expectations.

  • @Mikeasaurus said:

    You also gotta remember, that this is only PC. Xbox and PS4 don't get included into this mix. But, it is pretty telling.

    Also, just an update on that same chart: The last 30 days has lost near 9K players on PC alone.

    As a reminder, PC lost 9k concurrent players. This means it's many times more than 9k! Concurrent is just who's playing at any given moment, obviously the same 40k people don't log onto Steam and play all day, generally there are several times more players than any given concurrent number. As I said in a comment to this video, let's be somewhat conservative and say there's maybe 200,000 people playing DBD every day (5x the concurrent, a fairly safe estimate, but it depends on many factors like how long each person plays on any given day) on Steam. This would roughly equate to a loss of about 45,000 players.

    Again, the real numbers could be higher or lower than my 200k estimate (BHVR reminds us often that they have millions of active players, so frankly I think 200k is lowballing a bit), but concurrents are always much lower than total unique player per day, because of course they are.

    In any case, it is clear a staggering number of people have stopped playing. During October, during a Halloween event. IN A HORROR GAME. The numbers will not be better on consoles, because the patch has crippled performance.

  • The worst is when you're going through a bunch of trees, and half of them will let you slide off effortlessly so you can cruise through them, but the other half are brick walls. I just want consistency! I want to be able to reliably use my power!

  • There needs to be a grace period. Even many retailers have a grace period where if you buy something, and it immediately goes on sale, you can get a refund for the difference. Why? Because you want your customers happy about their purchase so they make more purchases. Not miserable and unlikely to buy from you again. It's common [BAD WORD] sense.

    image.png

    Steam even encourages you to do so. I imagine they don't do partial refunds due to technical reasons or to simplify the process (maybe makes for better/clearer data?) but you are always, 100% of the time, allowed to request a refund for a game you bought that went on sale, and are free to immediately buy it again at sale price.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1702618#Comment_1702618

    https://forum.deadbydaylight.com/en/discussion/comment/1702621#Comment_1702621

    https://forum.deadbydaylight.com/en/discussion/comment/1702645#Comment_1702645

    Gonna just repeat MY old arguments for this, but I've done 4 WITHOUT these perks or items, still made all the saves and died in 1 hook and ONE HIT because NoED.

    The OP also said that the "do bones" argument is not realistic as we, as solo players, have as many things to do and contend with as the killer. Bones are a priority, but so's keeping alive the other 3 meatsacks that we have to call teammates so we can DO said bones.

    Equipping perks is also unrealistic as we only have 4 perk slots. And, well, they're usually taken by perks more necessary for immediate survival. I never run Adrenaline because of the fact that endgame is a maybe.

    And Avis, it does reward bad killers. As much as it does bad survivors, if not more. It is a perk that says "You're doing badly and losing, here's Exposed. The strongest status in the game. I'll even hide it for you too!" and that's just wrong. Devour Hope is the ONLY other perk to do so, but you have to earn that.

    "We, as solo players, have as many things to do and contend with as the killer."

    Hahahahahahaha

    HAHAHAHAHAHAHAHAHAHAHAHA

    no.

  • @FFabeq said:

    2 vs 8 or 6

    That wouldn't work out tho, cause 2 killers can insta down survivor in 2 seconds lmao.

    And 7/5 other survivors would just rush the sh*t outta gens

    I think it would be interesting if the map was segmented for killers, like each killer got exactly half of the map to work with, while the survivors could move freely between them, and the barrier separating them is removed when the 5th gen is complete or the EGC is activated by closing the hatch (in the event of a key.)

  • @QuestionableBruh said:

    You can still use a basic attack immediately while you are drawing the trails, it just takes a bit more timing and skill. The change encourages you to be spammy and be less careful of where you attack. Otzdarva has a video on this, I suggest checking it out: https://youtu.be/0_XJJWslzYI

    I love Otz, he makes great content and is a really nice guy. That said, him using Lery's with I'm All Ears to try and prove his point and still whiffing a bunch of shots does not fill me with confidence that PH is now balanced. He has one of the best possible maps for actually landing hits on survivors because it's just a bunch of hallways and cramped rooms. Show me that on a wide open map. And I don't know where he gets 2.75 to 2.25 being "spammable" comes from, because that's not what spammable means. That's not a massive difference. It's a noticeable difference, but hardly "using it and missing sets me way back" to "lol I just spam it over and over."

    Even if you can "spam" the attack more, nothing about the change actually helps you land hits, anyone with a brain will be able to dodge your shots if they're not cornered. Notice how bad the survivors in that match are on top of all that. Otz is playing a pretty middling game and these guys are just making awful plays, one DCs, it's a terrible example.

    A lower cooldown on a move you can't really use most of the time just encourages you to whiff more often.

    The fact that you can still do the M1 fake-out is hilarious, though. That was the entire point of the change.

  • I can play with my friends and family that don't play on PC now.

    So, yes. It is everything I hoped for.

    Unfortunately, DBD itself is not.

  • @Rivyn said:

    Remember, devs ignore, for the most part, that SWF exists. Which is why they haven't touched almost anything related to SWF. We had brief hope with the Kindred change, but then they went back into denial.

    I want their asses in Korea again, on Midwich, playing Trapper, against the sweatiest Korean people they can find. I'm talking rubber-grips-on-their-chairs-so-they-don't-slide-off sweaty. Then make the devs play against them on that awful map with OoO all day. Then maybe we can also get them to tell Konami to suck it and get a better version of Midwich!

  • It's true, survivor's like a joke in comparison. You win, awesome! You lose? Who cares, you're already in the next game! Was probably your potato teammates anyway. Half the match you're just chillin' on a generator enjoying a podcast or something. The other half you're in a chase where if you mess up, oh well, I'm now chillin' on the hook eating ice cream. As Killer, it's 100% go-time the entire time. I can't even have music playing because I need to hear 100% of the few sounds that aren't bugged. It's less stressful than it was (you simply get used to it) but playing survivor afterwards is like a nice hot bath, compared to the tightrope walk over a volcano that is playing killer.

    And then if you win as killer, you're still irritated because half the ######### in the game is irritating, the survivors have a fair chance of being asses about it, they'll complain about your build if it isn't Survivor-Approved™ and if they win and you're not using a meta build they'll ######### talk you like they accomplished something amazing. Bro, I'm running BBQ+no other perks and an adrenaline vial+no other addon because I want to feel pain, you didn't "outplay" me, I literally couldn't turn. When you try to sap my fun away by ######### talking when I'm clearly not running a sweaty tryhard build, it just makes me want to run a sweaty tryhard build.

  • All we have to do is get one of the devs to play against a SWF team with Object like back when they got absolutely decimated by flashlights. Then Object'll be nerfed half an hour after the match.

  • I am now able to 4k most non-SWF matches at rank 1 using meme perks, so I think he's very strong. He'd be much better if the environments were anything resembling consistent, though. I lose many hits to janky ass environmental collision.

  • Just make it a really hard skillcheck. If you fail, you get caught in the trap.

  • @Shirokuro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1699974#Comment_1699974

    I believe it'd be an alright change. Argue all you want about how unbalanced DS is but getting tunneled just because there is no obsession is pretty stupid.

    It would also help with the archive challenges that have something to do with the obsession. I've had a match or two as the killer with a "Hook the obsession x times" mission and there's been no obsession. Just because I didn't have any obsession perks available as the killer and the survivors didn't bring any either.

    "Getting tunneled because there's no obsession is pretty stupid."

    Hmm, sounds like a fundamental change to the game is in order instead of yet another cheap band-aid fix revolving around DS.

  • Should've been set to your dead hard button instead of your main power button. As is it it's pretty stupid on most killers in an unfun way.

  • @Shirokuro said:

    I believe it's already been suggested before but I think every match should have an obsession regardless of what perks everyone is using

    Ah yes, a buff to DS and to non-DS. The change everyone has been asking for.

  • Yeah, that's how some killers play. To be clear, if I'm playing Blight, I could still hard tunnel you off hook, eat the DS, and laugh as I catch up to you the second the stun wears off. It buys almost literally no time against my beautiful Blighty boy. Luckily for everyone involved, tunneling is something I find extremely boring, so you don't have to worry about it from me, at least.

  • @TripleSteal said:

    I've read the whole post, and even though I agree that the general concept of charm codes distributed through twitch streams is at the very least questionable, I'm still struggling to understand how people with sight disabilities being at a disadvantage in the game itself is OK, while in case of charms distribution it suddenly becomes unacceptable.

    Overall the argument you made seems overly made up and artificial, while the claim itself is rather intuitive.

    The claim was never that it's "okay" that they're at a disadvantage in a game, but more like designing the entire game around myriad possible disabilities simply isn't realistic or feasible, although more accessibility options would be appreciated, I'm sure. In that case it really is a bit of "that's just the reality of it." How they distribute in-game charms, on the other hand, can be controlled quite specifically and it would not be hard to make it accessible for all players.

  • I don't care about forums posts, I wanna see some hot red rank action where you're using your M2 and actually landing hits. I don't feel like playing as him myself since I've found him boring since shortly after he came out and would be happy to never play as him again, but forum posts are meaningless. Show me, don't tell me!

  • I can assure you, if I haven't seen a player coming to unhook all game, or do any gens, and I'm still at 3 stacks, I'll happily let you continue getting objective points while I hunt down the offending Blendette. Even as a killer, I hate seeing lazy/immersed teammates. TAKE A HOOK FOR SOMEONE YOU SPUD!

  • Far be it from me to contribute to derailing my own topic, but the game is definitely "sided" depending on the setup, but there's all kinds of factors.

    Obviously there's the power gap between how you queue, solo queue is on average going to be the weakest by far, with killer sitting comfortably above them, and then it gets a little murky with SWF because you can have 2 to 4-man SWF queues, and even 2 people together on comms can make a big difference. But let's just say a 4-man SWF on comms, running all their best perks, is on average going to sit way above like 99.99% of all killers, assuming an even relatively similar skill level. Comms simply provide too much of a tactical advantage that gives so many perks for free on top off things perks can't do like having people communicate when to take hits or to let them sit on the hook and finish gens. Those things make an enormous difference because even in lesser skilled players it makes them tremendously more efficient. In highly skilled players, it makes them dang near unbeatable. I'm not even going to get into how dramatically maps impact the game as this post is gonna be long enough as-is, let's just say there are maps killers hate to see, and maps survivors hate to see, and strangely, many both hate to see.

    Of course, a super highly skilled 4-man SWF on comms isn't exactly a common occurrence, but they are definitely out there. For the vast majority of play as killer, even at rank 1, you're gonna be facing mostly solo queues or 2-3 man SWFs that might be on comms but are generally just friends playing the game, even when they try hard they're not really tournament material, so you can generally get at least a couple kills if you're good.

    All in all, it doesn't really affect most matches, and while that's good, the matches it does affect show just how big the divide is. The survivors in Hexy's tournament were heavily nerfed, only allowed certain perks, no items, etc. Killers had a few nerfs of their own (no moris, some killers limited to X-quality add-ons) but the survivors in most of the games just absolutely annihilated the killers. It wasn't even close. And this was with a major DS bug that made DS essentially worthless depending on the killer you were facing. That's what truly high level play looks like. Killers simply don't have enough time without a mori to actually kill top-tier survivors.

    On the topic of "most games being balanced around the average," that's actually not true. Most games are balanced around the absolute highest level of play possible, which generally tends to keep the rest of the game balanced. This is because while some things might initially look oppressive to new/mid-tier players (Scratch Mirror Myers is absolutely devastating to go against when you're new, for example) they can easily be informed by the rest of the community on why something isn't quite as OP as they thought it was. That's not to say nothing is ever balanced around the average players. Sometimes a totally viable top-tier counter is actually really technically difficult to pull off without the requisite skill level, so that might be changed to allow average level players to do it more reliably, for example.

    All in all, I think a major contributing factor to DBD queues feeling like a crapshoot on whether you get someone you drastically outclass or whether they make you look like an immobile potato comes down to the limited rank system. I don't know if MMR is going to help, but 20 ranks simply isn't enough. It's far too easy to hit rank 1, and once you do, it's even easier to just kind of stay between there and rank 2 for the entire month. The game needs a more long-term rank system like MMR, but with multiple tiers of ranks like they have in Starcraft or League or whatever.

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