Zozzy
Zozzy
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- Zozzy
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Comments
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@Pepsidot said:
There is probably a lot of progression cheaters but it's hard to report them unless they do something stupid like use a legacy skin with public achievements. In-game cheaters however are a lot more rare but they are very noticeably increasing and may I add (in my own recent experience reporting them) are taking ages to be banned.
Played against a legacy Claudette last week that was acting like a r 20 and their profile was hidden with 1 game ban and 1 vac ban and no name changes.
Totally legit.
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Won't this problem persist after sbmm? The first test a streamer called Dowsey had a 2 hour wait time for a game with his twins because he had an 800 win streak with them. The next test had almost no wait time, and the last test was 3min20s MAX every game.
It looks like they are prioritizing time over quality again so nothing will be fixed.
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Just saying, when people do this it is usually because the team is doing something really wrong.
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I have had 3 single rage cheaters and 2 entire teams of rage cheaters (flying around, instantly healing in my face, hook spam etc) with probably 20 suspect games as both killer and survivor (speed increases and esp cheats)
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@humanbeing1704 said:
I've only ran into a hacker once who was speed hacking but my game crashed
AKA you have only gone against one person that didn't care if they got banned. you have probably gone against plenty that use esp and speed cheats.
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It is if you don't build for it. Survivors just swarm the hook and force a bt save out the door.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2457908#Comment_2457908
It doesn't suck. It's inconsistent but it's still good.
https://forum.deadbydaylight.com/en/discussion/comment/2457909#Comment_2457909
I did, and I disagree. A mid-chase Sprint Burst is way better than Dead Hard. You have the option of getting to a safe area and escaping or continuing to use the killer's time in chase. You have options with Sprint Burst when used properly. Dead Hard is too inconsistent, however ever-present it is, to be considered the best.
To get a mid chase sb means you couldn't do gens to hold it at 99 or were just lucky the killer found you when it was almost charged. Unless there us some method i am unaware of where you can do gens and hold it at 99%.
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@Aven_Fallen said:
I would not say it is overrated. It is the second-strongest Exhaustion Perk, only behind Sprint Burst. I would not call this overrated.
However, I agree on overhated - Killer Players act like they lose games because of Dead Hard, but I am pretty sure they lose the games because of general worse performance than the Survivors, but blame Dead Hard for it. Let alone that most DHs I encounter are HORRIBLE. Like, people trying to DH without any Pallet nearby or anything, just to use it. This brings them like 1 second of Extra Chase (which would be the case in general, if the Distance-Part would be removed, because even if the Iframes would actually be working, you would not be able to do anything with Dead Hard...)
Watch coconutrts. He put out a video where he was losing multiple games until he put on an exhaustion addon on his huntress. It carries survivors hard.
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@DetailedDetriment said:
Nope. Under no circumstances should a player be rewarded for failing his/her objective.
Better remove the hatch then.
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On point 3, He has an addon that literally reduces chainsaw collision box.. Think really hard what that means. (they nerfed it and made it larger/easier to hit things)
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@ShinobuSK said:
What is the thing?
The new meme instead for people that block their ears and go lalalalalalala EVERYTHING IS FINE!!!
It use to be the dog sitting in the room on fire thing or on this forum, cow pics.
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Only if you tell us your steam or console id so we can all collectively block you. Its what you want isn't it?
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@BabuDweet said:
Well 200 hours is really nothing especially for killer, it takes beyond that to become decent enough to not have to deal with a lot of the survivor bs.
I ain't sticking up for them cause for the most part you're right but then again I play both sides equally so I'll be bias here and there.
You should take regular breaks and just grind more on a particular killer because you really have barely any hours in the game man but then again with the frustration levels this game can cause I understand why you might not have more.
I'm rank 1 both, you shoulda seen my mmr games as my main, huntress. That was pain even though I performed well, so you don't have it as bad but it's all about perseverance or you do just quit if you can't learn to brush it off.
I have like 2.6k hours on my main account and only recently have I learned to truly ignore people and not get discouraged because people are sucky and that's that really.
The problem is it is putting survivors against him that are way above his level. This is why we need mmr.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2443178#Comment_2443178
Yeah... no.
A secondary objective will take off pressure from the killer. Because lets face it, killers are the only ones being pressured unless the killer tunnels.
Just look back at the time between the Undying release and its nerf. The amount of "camping killer" threads was practically non existant. Instead, survivors complained about having to do totems. But instead of celebrating that killers stopped camping&tunneling. They were mad, because they had to do something that nets them between 1000 and 1500 BP for 14 seconds of holding m1.
Shhh, you said the quiet part out loud.
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Its cheating but it benefits survivors more than killer and it requires effort to change so nothing will be done.
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Mobile...
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Can we give every survivor perk the MOM treatment so they are also actually earned instead of just being available to use?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2451127#Comment_2451127
Because Survivors had even broken Stuff. If we talk about the Launch:
There were double as many Pallets.
There were WAY more Windows. E.g. Ironworks, the upper Floor, every Window was open.
There was no Bloodlust and no Entity Blockers, so there were actual Infinites, Spots where the Killer cannot catch Survivors.
Some Maps were bigger.
Some Structures got reworked a lot in 2020. E.g. Ironworks again: there was no Doorway next to the Window Downstairs, so it was a Window where you had to vault 3 times for the Entity Blocker to kick in. So basically, you were unable to chase Survivors there.
BT worked for both players when it was introduced, so both had BT (even tho, the mechanic was different, back then you had to heal to get out of the "Endurance"-State (Endurance was not a thing back then).
Brand New Parts completed a full Gen.
Syringes healed two Health States, Styptic Agents healed one Health State, both instant.
DS when introduced activated shortly after Pickup, no Unhook Requirement or anything. Later they changed it that only the Obsession has it shortly after pickup, other Survivors had to wiggle for 35% of their Wiggle Bar. So you might not have been able to pick the Obsession up, if there is no Hook nearby to dribble them (dropping them to avoid the DS) and even if you were able to dribble, it was so time-consuming.
Exhaustion was not a thing, back then a Perk like Sprint Burst was on 20 second Cooldown which also went down while running, so every 20 seconds the Survivor had Sprint Burst.
With Self Care and We Will Make it you were able to heal yourself faster than the recovery time of the Killer.
Vault Speeds of Killers were WAY slower, meanwihle Survivors were always able to fast-vault.
Those are just some things. And even then Killers were able to get Kills. Players who complain nowadays that Killer is hard really dont understand how easy it became. I am not saying that Nerfs or Buffs were not deserved, but saying that Killer is hard (or some say it has became harder or unplayable, lol) is simply wrong.
Groaning storehouse. (my bad, wrong map) still has the small side window that is still a 3 vault loop.
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Playing solo survivor with aura perks makes you lose faith in humanity.
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Now max perks out on every character.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2451634#Comment_2451634
cant even remember when i last saw a nurse tbh
She is unplayable on RPD map and the threat of that seems to have dwindled their numbers.
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I killed my team doing the calm spirit one. Luckily they were not mad and understood.
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@jajay119 said:
What does being infected by Nemesis even do? As a survivor getting hit by his tentacle and being infected often seems pointless. Most of the time you don't even need to use the vaccine to complete the objectives and escape.
Makes looping a little bit less safe.
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@Mandy said:
As I've stated on numerous threads, particularly the long thread we have here on the forums with regards to console optimisation...this is still work in progress for us and the team is working on fixing the issues that Consoles are currently facing, especially those hitches when things like Dead Hard is being used. This is an ongoing process.
Just give them graphics options like on the pc. Why is that so difficult?
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Doubt it.
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@meatisadelicacy said:
The fact that survivors can cleanse and that NOED rewards unskilled killers are not mutually exclusive. But it's not earned. You "earned" three kills when you couldn't get a single down the entire game because you chose to rely on a perk that bails you out? No you didn't, but it's too bad survivors didn't cleanse.
How did they manage to catch 3 survivors when it only takes 20 seconds to open a gate?
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/2450417#Comment_2450417
While Almo does get some flack for his opinions on game balance, I do understand his reasoning. Playing with 3 perks and choosing to plan for the endgame is a strategy, and some defensive killers like Trapper never play for early wins most of the time.
NOED though probably does give too much reward though, since camping a survivor too death doesn't really feel like working for it. Most new endgame perks require you to be active in the trial, which seems to be how the devs are hoping to design such perks going forward.
Locking it behind all 4 survivors must be hooked once is terrible because swf will just hide the last survivor using coms and lockers.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2450479#Comment_2450479
There is a BIG difference between those players who play tournaments (where it actually becomes inbalanced) and the regular public Matches. First difference is that you will not encounter tournament players in public matches because they dont bother with them. They are playing KYF, because it is also not fun to dominate every Killer, because most Killers are also pretty bad at the game.
And in regular games - yes, you get skilled Survivors. But that is about it, they are just good at the game. And those are really the minority. Survivors also got nerfed for 5 years now while Killers received Buffs most of the time. Every Killer is viable against the majority of Survivors.
I dont really know what you want more. It is logical that Killer has to be the harder role, it is the 1 in the 1v4, obviously it has to be harder.
Trickle down potential bro. If tournament swf can beat most killers with 0 deaths and even 0 hooks, then a decent swf will beat most killers with 0-1 deaths and a couple of hooks.
There is a hard wall that all killers hit and then start to rely on a "weak link" in the survivors to get any gameplay. What if there isn't a weak link?
I can't wait for mmr, sadly it looks like they are going to ruin it to appease to streamers.
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After what they did to the game and farm maps... they will make it worse.
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@TacitusKilgore said:
If i stand completely still for all 5 gens, NOED will activate, and i can instadown survivors. I could quite literally do absolutely nothing, and noed would STILL be usable. You don't e v e r earn NOED, its a bandaid fix for killers that aren't confident that they can win. The counterplay is also incredibly unreasonable, either don't get hit when you know its active, or premptively waste your time doing dull totems in the off chance the killer might have NOED. And if they don't congrats, you wasted a ton of time.
How did you down all 4 survivors though?
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2450094#Comment_2450094
Don’t get me wrong, I’ll admit to using NOED for certain tome challenges “just” to ensure I get what I need … there’s just times when you’re simply outmatched as a killer (bad map, tons of pallets, ruin going away early, etc). But as someone who also plays survivor evenly I find it a bit much for a killer to unlock free instadowns simply by still having a totem up. Pardon me, but unless I’m running Detective’s or have a map there’s no way I plan to get 5 totems every game with solo queue teammates… much less on a map like RPD.
I even admit that my increased speed for killers idea isn’t really good, but the current state for NOED isn’t my idea of a well designed perk.
Nobody is expecting you to get them on your own. Survivors just need to adopt the mentality of see totem = break totem and it would be a non issue. But no... its all about rushing gens for that sweet sweet tbag at the exit because they think they did something amazing.
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@danielmaster87 said:
It's what I like to call "magic disappearing scratch marks". Survivor continues running, but the scratch marks stop or are barely there after just 1 second.
I like the super delayed ones that show up when you give them a second glance and quickly dim afterwards.
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What makes you think its a bug?
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@KFChris18 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449444#Comment_2449444
Your last point is the one that worries me the most when this thing launches. We will have no way of knowing the skill level of the people we are matched with. We have to take BHVR's word that the system is working properly and I frankly don't trust them to not bungle this up somehow.
The only way they will bungle it up is if they listen to streamers (they are) who keep crying about having to sweat and that it isn't fun. They have already added a cap to mmr to keep queue times down somewhat destroying the purpose of mmr
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449350#Comment_2449350
Ok, 10% then… pretty significant. Unless you’re one of those that depend on free instadowns to secure kills at the end of the game?
I started to use noed recently because i am just tired of how braindead the game is for survivors. especially the reworked farm maps. There is a reason they use these for 1v1 challenges.
I play like normal and go for hooks over kills because i am BP farming so they have no clue that NOED will be in play during the end game. I have had quite a few games where NOED didn't even activate because survivors did totems between gens or it was a SWF who popped it the moment it showed up (kinda suspect since they didn't bother with totems all game and seemingly knew its exact location)
"Just do totems" is not killers being snarky, It is the counter to the perk. The problem is survivors have it in their brains to just ignore dull totems and don't share the load leaving it to one person to do all 5. Imagine if they had the same mentality for generators!
Your idea is useless because survivors get a free sprint burst and killer slow after being hit and will just run out the exit with or without bodyblocks from their swf buddies.
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Ranged attacks are not counted in the free second chance update and it looks like victor's pounce is counted as a range attack.
No point spouting bs of the survivor did x before the killer did x therefore xxxxx i get rollbacks no matter how high the survivors ping is compared to mine.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449113#Comment_2449113
That has been one of my suggestions as well, it would make it more fair. That way a 0 hook killer can’t get a couple free kills because of a poorly designed perk.
Another thought is removing the Exposed effect from NOED and buffing the speed increase to… say 6-7%?
Useless change.
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@Emeal said:
Yes, I fail to see what Otz was playing at in that 'experiment'. The Killer does not earn it in his opinion based & his value set. Its important to remember, We don't all have the same value set and this feeds players who have complained about noed. Its what the want to hear, The Killer does not earn it = killer dont deserve it = Killer is unworthy. The logic is simple, yet its all based on a faulty premise. That being that 'Perks should be earned.'
I hope I get to see in a Video what Otz is playing at soon, because its bad if he feeds those anti-noed players and it emboldens them to write even more hate messages in post game chat and other places then its not cool.
Why do you think he has so many followers and subscribers. Don't bite the hand that feeds, just nod and smile and enjoy the cash rolling in.
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@FancyMrB said:
I think people get a little turned around with noed. Here's the thing, a lot of perks capitalize on the opposing side doing or not doing something. Noed is no exception.
Let's look at Unbreakable. A very strong second chance perk. The survivor does nothing to 'earn it'. They simple get downed which is a part of the game. Now that they are down they are depending on the killer NOT picking them up. If the killer leaves them slugged and they pop back up then too bad for killer. They just lost all their momentum for making a bad call.
Noed is very much the same. It activation relies on the survivors NOT cleansing all 5 totems. It has nothing to do with the killer earning it. What makes it even more silly is survivors can delete Noed and also have an ton of tools at their disposal to do so.
On the topic of Noed being so powerful that it should be earned: sure, if noed activated at the start of the trial...but it doesn't! The killer goes all game with 3 perks knowing that their end game ace in the hole can be wiped well before it comes into play. That is the beauty of noed. Its very high risk, and very high reward when you need it most. That is why it so powerful and I think people forget that.
The only reason Noed is in the community's cross hairs constantly is because entitled players feel like their win was 'stolen' from them. If you didn't do bones, and 4 people die from noed at the end, that is very bad plays and decision making on the survivor end... and that is hard pill for most people to swallow. Much easier to cry for a nerf.
This guy gets it.
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@JohnnyB87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2449155#Comment_2449155
Deliverance, counterforce, adrenaline, flash bang, Detective's Hunch...there are many perks on both sides that have to be "earned" before use. Having to perform an in game action to activate is the definition of earning a perk. NOED requires nothing is what OTZ means. NOED really isn't any good anymore anyways with all the totem hunting perks and decent players. My SWF will have all 5 totems gone in first minute. Its surprising more survivors don't totem hunt, but most players don't play this game correctly: FOR MAXIMUM POINTS!
I said meta perks but you seem to have skipped over that.
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@[Deleted User] said:
NOED has the same design problem as Borrowed Time except on a macro scale: If the killer has NOED, the time spent doing bones pays off. If not, congratulations, your team effectively wasted 70+ seconds of time that could've been spent doing gens or healing/saving others.
That's assuming you got them all in solo queue...would you like to permanently run Small Game to find out?
If it wasn't engrained into survivors minds by streamers to ignore dull totems and only focus on gens and nothing but gens, then NOED probably wouldn't activate in most games.
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@Bumbus said:
Earned or not, NOED is kinda overpowered. One way to nerf it is to make a requirement for it to work.
I think the healthiest way to do it would be to make it work only on survivors you hooked during the match.
i am fine with this.
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@Shroompy said:
So... you're upset that some one else who's a large figure in the community doesn't have the same opinions as you...
gotcha
The problem is he has massive sway with the devs. They were even watching his stream during the ptb.
Name a single survivor meta perk that is "earned" NOTHING a survivor does is "earned". But killers must go through multiple hoops to get a perk to proc once with a 20 minute cooldown after.
Do bones of GTFO when the gens are done. Survivors hate it so much because they want to make a "sick" hook rush bt body block play out the exit for the youtube montage.
I guarantee if NOED became meta then survivors would equip one of the multiple totem perks or a map and it wouldn't be an issue. Even as it is it isn't a problem for SWF. How many times did they cleanse all 5 totems during their hardcore survivor challenge?
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@White_Owl said:
The problem with "the worst killer" argument is that even killers considered bad are so relatively to other killers, but not to how actually strong they are against survivors. If you look for statics that the devs showed in the past there is no killer with a kill chance less than 50%.
If they don't screw up mmr this will change. Sadly i have zero hope they won't screw it up because they keep listening to streamers and survivor mains who want easy games.
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@TacitusKilgore said:
Plague undeniably. The last time i saw a plague was at least 3 weeks ago. She is very mighty in good hands, but almost nobody plays her. I think its because shes pretty gross.
Its because she is a basic m1 killer. You can make everyone injured, but so can legion and he isn't top tier. Her only saving grace is solo q and people that constantly cleanse.
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In this game?
Survivors who don't know each other irl and only ever play together in this game as a 4 man swf using coms to its full potential.
Killer. People that live on nurse and spirit and only ever use the strongest addons for them while slugging and camping at 5 gens before anything has even been done.
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You can't handicap survivors just because they are a swf. All you are doing then is punishing the random solo players that get put with 2 and 3 man groups.
Buff solo and then adjust killers if needed.
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@twistedmonkey said:
This needs a lobby fix for both sides before they can remove last second switching.
This was never a thing until killers started dodging lobbies due to items. This can't be removed without fixing the dodging issue as each side should be able to play the game as it was intended with everything at the game offers.
The only fair way i can see to fix it its to have time locks for both sides.
Lock both sides into the lobby at 40s so they can't leave without a penalty to rematch.
Survivor loadouts get locked in at 20s so the killer has that time to set up before it starts.
Then they just switch characters with a different loadout.
You need to remember what company we are talking about here. If it requires more then a number change they won't do it, and it is also a benefit to survivor so that compounds the "why change it?" attitude they have. Just look at Nurse. Every detrimental bug that can destroy killer gameplay is still there, but every bug that was beneficial to nurse has been removed.
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pp head and Nemesis are good lazy killers. If survivors sweat then you will lose no doubt, but they can easily hold rank 1 while you listen to music.