bm33
bm33
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- bm33
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I used to have Adrenaline in all my builds, was wicked useful for me.
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I just see this with Meg and Kate now.
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They should leave it in everyone's inventory. Last 6+ months of Deathgarden it was free on pc so anyone on pc could get it for free while console had no chance. There are also people selling ways to get the mask so BHVR should let everyone have it for free to shut that down.
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Shhh just let us console players finally have it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/297320/what-does-dire-mean
Crows that are like regular crows...but DIRE.
Seriously though, it's a trope from older RPG games, where it referred to an animal that was bigger and more powerful than normal. It may have come from the original Dungeons and Dragons now that I think about it.
Dire Wolves were a real animal that is now extinct. They got the name in 1858.
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Her screech gets wicked annoying reeeaaaal quick. I hope she doesn't become a popular killer because it borders on giving me a headache.
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@bm33 said:
Not sure exact level, I'd need to log in, but from memory I'm devotion 13 and somewhere over level 50.
Logged in today. I'm level 63 devotion 13.
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Every match against the Artist I've noticed a stutter/freeze as soon as I'm able to move. Only against the Artist - didn't happen against Bubba, Wraith, Deathslinger, Trickster, Legion or Hag I faced. Also pretty shocked at the current variety in killers I've faced today. ๐
I've noticed slight freezes/stutters when Artist uses her power - more so on reworked/new maps than old ones. Few times my character has completely stopped working on my gen when Artist uses her power, I have to hit button again to get back on it.
Against Bubba every time he used his chainsaw there would be a freeze when he started to rev and freeze at the end. Performance dropped even if I was across the map from him.
Hooks seem to be OK and performance overall seems better than it was prior to today's patch.
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Hopped on for a match. Haven't played yet, currently waiting for the match to start but wanted to share. My ps4 fans do not like the current menus background at all, they are so loud right now. Genuinely nervous about playing at all right now. ๐ฌ
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It's not just a matter of BHVR just adding it, the platforms have requirements that BHVR would have to agree to and they may be ones that as a business BHVR doesn't see as a good decision. During Epic v Apple lawsuit it came out that Sony requires developers to pay a royalty to compensate for loss in revenue from cross progression. BHVR managed to add crossplay without cross progression probably because it was work around from paying Sony (or atleast was minor fee) - no lost revenue because players can't buy dlc/cosmetics on other platform and then play on playstation. Unless Sony changes their policy or BHVR decides to pay them I don't see cross progression coming to DBD on playstation.
https://www.pcgamer.com/sony-charges-for-crossplay-support-to-protect-psn-revenue-documents-show/
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@Phasmamain said:
New map looks bad tbh. Not enough grass for a killer like trapper and way too open making killers like trickster or nurse even more unbearable
new killer looks boring. More of the same anti loop stuff. Her perks look pretty cool though
Survivor is boring and so are his perks
I feel like the devs just hate Trapper. ๐
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Not sure exact level, I'd need to log in, but from memory I'm devotion 13 and somewhere over level 50.
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I don't like either. Blue one would be OK if the buttons were black like on the yellow one. I'm just not a fan of a yellow controller.
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Devs have said before the perks are currently balanced based on 4 perk system, if they were to give killers 5 perks they would need to adjust all the perks to be balanced based on 5 perk system. It takes them long time just to adjust a few perks for a mid-chapter patch, it would take forever for them to adjust the 100 killer perks to accommodate a 5 perk slot instead of 4.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2666949#Comment_2666949
I'm not averse to this idea either.
https://forum.deadbydaylight.com/en/discussion/comment/2667159#Comment_2667159
Man, that's weird. I have no idea why that would be. It's totally inverted for me.
I think it's because console players that keep crossplay on tend to be survivors so there's more survivors total from all platforms with crossplay on making the waits worse. Prior to crossplay being added my waits were worse as survivor, now just enough have crossplay on to make my crossplay off waits decent.
I think with PC not many turn off crossplay which is why if you turn it off the waits are worse - less people to match with.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2666586#Comment_2666586
That's so odd. Offpeak my survivor queue can run well over 10 minutes, peak it's more like 5. And that's with crossplay on. Killer is about 60-90 seconds offpeak, 10-30 peak.
The only time I get instant queues are those periods where the entire SBMM system seems to be offline, and then - yes, it's fun times at shenanigans matchup wise.
Alot of console has turned off crossplay due to performance issues and now hackers. On ps4 if I play survivor during the day my waits are at most a couple minutes but more often survivor is instant while killer will be 5ish minutes. Around 7pm my time it switches - killer waits are quick while survivor are slow. Funny enough it has been that way since not long after crossplay was introduced. Aside from some weird instances recently with SBMM, in the time I've had crossplay off I rarely run into the same players so there's plenty with it off to avoid running into eachother.
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Nope, especially with the survivor - charms are barely noticeable.
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I've seen survivors be salty when they all escape and killers be salty with a 4k. There's alot of sore winners that play this game.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2666320#Comment_2666320
I have 3.5k hours and was paired with someone with sub-60 today.
SBMM works perfectly fine btw.
I can't see hours on ps4, but when I go in and see my teammates only have a couple achievements and it's like "kill your first survivor" or "raise character to level 10" with dates in last month while killer has 75% of the achievements, with all killer ones completed, I just wonder what could our MMRs possibly be and how is this better than ranked?
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I've found the everyone increase in BP offerings to be a total jinx. Everytime I've ever used one I'm the first killed. Was the worst back when killers could mori off first hook.
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@GoodBoyKaru said:
So basically I've been meaning to make these into long, fully-fledged forum posts that are usual of me (breaching into the 3k words each), but I really can't be bothered to put in that much effort into being so negative so I'm just going to essentially paste them all out here. This is just so I can get out all of my frustration and invite some feedback into what I can do to have more fun (saying to just change my mindset and lose continuously isn't the answer because, believe me, I've tried it).
antiloop killers
The decision to move most killer design to anti-loop no mobiliy was a stupid idea. Genuinely. It's massively encouraged the hold W strategy, prevented decent map adjustments being made, and also made survivors learn to play better. The counter to these killers is to split up on gens and hold M1 for 80 seconds, have the trial over and done with quickly, and due to their lack of movement they can't compete, but on the flip side they can also have near-instant chases if you try to loop them. Therefore maps must stay large so this counter can keep working, and it's really frustrating. Instead of fixing the core issue of map design and gen speeds, bandaid upon bandaid was slapped on until it's created a stack which can't all be ripped off at once due to the work required and effects that could have.
boon totems
When I say boon totems, I don't mean all of them. Yes, I think Shadow Step is frustrating, and Exponential could be awful with Power Struggle, but both don't seem too obnoxious. I'd like a minor hit to them, but that's it.
Circle of Healing, however- this perk needs to perish. Imminently. I honestly wouldn't hesistate to call it the best survivor perk in the game, beating out even Dead Hard, due to the utility it has. 16 seconds to heal. 8 seconds to heal someone else. It can come into play every 14 seconds and can be spread out across the entire map. "That's 14 seconds they're not on gens-" it doesn't matter, because of the time it takes for you to find and then snuff them. Even when I win, it doesn't feel fun anymore.
realm beyond
Ormond was a good change, mostly. I still hate breakable walls but I've made my peace that I'm never seeing them go.
Everything else was not. Maps do not look as good as they used to, optimisation has vanished like a receipt on the wind, the fog just looks like someone's been running a car engine for a bit too long nearby, the atmosphere has vanished, and everything is so much darker (except for coldwind, which has taken the advice of the Weeknd a bit too literally and become blinded by the lights, apparently). Old dbd had this certain charm to it's art direction, and new dbd just... doesn't. The higher poly models are nice, as are the character updates, but the animation changes and general map changes were just not it.
Also, why did you remove the blue from Macmillan, see people complaining, then seemingly out of spite quadruple the amount of green on Autohaven? It looks like a samoyed that's just been rolling on a freshly mown lawn lmao
sbmm
Honestly the reason I made this post, SBMM is the bane of my existence. A metaphorical and literal fun sponge, worming it's way into our games as proof that the devs who supported this don't play or understand their game, nor do they listen to the community. People were saying for over a year this was a terrible idea that wouldn't work, and they can all feel smug about themselves because they were right, it doesn't. There's too much to keep track of in a match, and the algorithm does none of it. Rank-based matchmaking was bad, and as a measure of skill the Emblem System really wasn't great, but they were so much better, and so much fun, than this dumpsterfire.
It only keeps track of escapes and kills. That's it. That's all it does. This took them years to decide that's the skillful criteria, except oh no maybe Hatch shouldn't count.
Y e a r s
I'm just- I cannot express how much I despise this system, and how unfun it's made this game for me, as both killers and survivors. It's forced a hypercompetitive mindset onto players, and even at lower MMR (at least with my losing streak of throwing games as hard as possible I bloody well hope I'm at low MMR by now) people have decided that they want survivors to be in the trial for as little time as possible, so it's time to either relentlessly tunnel someone as quickly as they can, or facefuck gens as fast as is physically possible, and once more it's just not fun.
That's what I'm trying to get at here, anyway; regardless of what Big Data:tm: is telling you on the success of SBMM, you have said several times in QnA Streams (I should know, I summarised them) that you listen to community feedback on how things feel in the game alongside the data. People have been telling you it feels awful and you've done, what? Forced the system onto us anyway in it's half-baked state, no more capable of determining skill then a goldfish with it's eyes shut? Not reverted the changes and instead sat back to watch the carnage unfold? You've reverted things before- think 1.9.2- and this is something that could be done on the backend so you could very easily disable it until you've got a better deciding factor than just kills and escapes minus hatch.
I'm sorry if this is hardly constructive but I just cannot physically comprehend who greenlit this and thought it was a good idea?! People were telling you it would flop, why would you implement it regardless?! It's just so frustrating to see a game I've supported for years, and has been with me as I grow up, continue to be beaten down and down again by bad decisions- one step forwards and then you catapault yourself backwards down thirty flights of stairs before landing ungracefully into a river.
Not to mention the effect it's had on content creators, who are one of the main sources for new content in the game. They clearly don't like the system- at least from what I've been hearing- and neither do a majority of the vocal players on Twitter and these Forums (I can't speak for other socials, as I don't use them, and it's entirely possible that the SBMM enjoyers are lurking quietly in the shdadows). It's made games more unfun and exposed the deep imbalances in the game's design- which is good I guess?- but these imbalances are so deep-rooted with so many bandaid perks that they can't actually be fixed without managing to break everything else.
I absolutely despise this system. It's really, really unfun, and I don't see myself playing for all too much longer.
I've finished the Rift, and I feel like that's me tagging out for now. I can't bring myself to want to play more than three games a day.
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I took a week break, came back a couple days ago because I was feeling better, and already feel myself hating this. This game is intrinsically frustrating to play on both sides, no matter how hard I try to have fun or how many friends I play with and stream to. It's the only game that's ever kept me for this long, but I feel like bad decision after bad decision, stale design after stale design, are all pushing me away.
I really want to keep liking this game, but I'm just so frustrated with everything that I'm not sure I can.
I agree, with all of this.
It feels like they keep designing killers based on things players complain about - not to band aid fix something but rather designed to cause something players hate. Survivors constantly complain about how they hate camping/slugging so they release the Twins, a killer that primarily camps and slugs. Killers constantly complaining about a hold W meta, so they release a killer with only counter being hold W.
Realm beyond has been so disappointing. Aside from the kick to performance issues and bad addition of breakable walls the maps just don't have a horror feel anymore, they seem too clean and pretty. The old graphics had a grimey dark feel to them that helped with the atmosphere. New Coldwind is a bright daylight map, it has 0 horror feel to it.
It's impossible to balance maps when the killers are so different - what is a balanced map v Blight isn't a balanced map v Trapper. It's the problem with most of the balance in the game though - what's OP on one killer is just right on another and UP on someone else but they try to make it all a one size fits all.
SBMM is terrible. The anniversary event was unfun because survivors started making the game move faster because they felt they needed to escape as fast as possible to get a crown, killers responded by killing faster - it was vicious circle of both sides trying to do their objective faster than the other to the point of being miserable. SBMM has caused the same issue. On top of that just kills/escapes is such a terrible method of deciding match making. It encourages gameplay players complain about (camping and hiding) and makes the game overall not fun.
I play casual - before SBMM I would give killers kills all the time. I would die trying to boop pig noses. I would go for EGC saves of randoms even if it meant me dying. Now I don't do any of that because I now get stuck in unfun death loops. It's not fun when my swf teammate and I are only ones doing anything - we're only ones completing gens or saving/healing our teammates when we aren't in a chase.
In 2swf my teammate and I consistently getting 15k-20k+ when dying while our teammates will get less than 10k even if they escape isn't OK. The matches feel like a 2v1 not 4v1 because we have 2 randoms being useless - either because that's how they play or because they are obviously new. I get SBMM is supposed to give you easier match if you lose but it doesn't matter if it's 2v1 unless the killer is really bad - which in that case I just feel bad for the killer, the escape doesn't feel good if I'm bullying some inexperienced killer because SBMM is trying to give me an escape.
I hopped on in first time since DDoS stuff on Friday, I played solo. In 5/6 matches I had the same killer, hatch escaped 2 matches then tunneled out first in other 3 - I spectated my teammates to see how they did and saw the killer end up with 4k. My MMR should've decreased while theirs increased. I was in a lobby in under a minute (which made sense given time of day) but so was this killer. I had different teammates each time. It made no sense why I would be matched over and over with the exact same killer if our MMR was moving in opposite directions. I've never faced a killer so many times in a session, maybe a back to back game but not 5/6. I stopped playing because it was not fun.
The emblem system wasn't perfect by any means BUT it encouraged better game play. Killers that camped lost points towards their emblems. Survivors that hid all match wouldn't pip. If you did well all match, enough to pip, then you would know you'd atleast get decent randoms next match. At a certain rank you were less likely to have camping killers/hiding survivors. You had fun matches were there was more interaction by everyone. With SBMM you aren't going to necessarily have better teammates, you get whoever escaped/died - that could be someone that was all star but it could also be ones that hid all match and were useless, it's the old rainbow ranks but on purpose. They should include emblem system into SBMM - survivor camped as first kill during EGC shouldn't lose as much mmr as survivor camped as first kill at 5gen, survivor that escaped by doing nothing all match shouldn't increase same in mmr as the survivor that was doing everything else, killer that got 2k from camp/noed shouldn't go up more than killer that had 9 hooks and 1k.
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It's not that he's OP he just benefits from camping and NOED. He's a killer that is pretty much guaranteed a 2k every match. Camp first player, get second with NOED and camp them.
They're not going to do anything to nerf him because they want people to spend money on a licensed character. Billy was the better chainsaw killer and the nerfed him while giving Bubba a bit of a buff so more would buy/play the licensed character instead of the free character.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2665897#Comment_2665897
This would be perfect.
I wouldn't mind prestiging, but the grind is already overwhelming without having to do it all over again before I can play the killers I want to play with the fun builds I tend to prefer.
I've p3 some survivors and it just does not feel worth it, especially when you have perks you like the first time through but then p3 you don't get those perks until you're almost maxed out. I'd definitely not bother with killer.
When game had like 30 perks on killers and survivors the p3 with perks to keep grind going made sense. 5 years later though with both sides having 100 perks with 3 tiers each and adding more every 3 months, there's enough of a grind without needing to prestige to keep it going.
They've also added the rift as something to grind for without needing to grind out levels on your characters too.
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I don't want VHS to beat DBD, I want VHS to co-exist and be another asymmetric horror game that succeeds. I want the two games to share a space, push the other to be better and not grow complacent.
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@GoodBoyKaru said:
I always thought it was within 10 seconds of the chase starting than it ending.
I don't know how I got it I just ran head on/quick and quiet and rolled with it.
Same except no head on. I died pretty quick but I got the challenge done. ๐
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I'm hoping they take the suggestion someone made in Q&A post about prestige and have bloodweb go to 150, every 50 you get level of prestige without having to reset everything.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2664306#Comment_2664306
Doing great, found a new main game ever since my last comment. ๐
https://forum.deadbydaylight.com/en/discussion/comment/2664310#Comment_2664310
Yup, sorry but no definite return for me.
What's your new main game?
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I think adding more nuance to the MMR is definitely needed. While the emblem system wasn't perfect it discouraged gameplay like camping and hiding for hatch. The emblem system encourage survivors to be an all around team player and killers to get multiple hooks by going after everyone throughout the match. Sure you'd get the killer that camped or useless survivor in a match but if you were higher rank it wasn't as often because people wanted to get their pip at the end.
Having a killer that got 2 hooks and 2 kills thanks to camping first and having NOED for second have higher MMR than the killer that hooked everyone twice and got one kill doesn't seem right. On old emblem system the killer that camped, especially at end of the game, would've lost points towards the emblem and they would've stayed in low ranks because they were not as skilled as the killer actually making an effort. SBMM being only kills actually ends up encouraging gameplay they had been discouraging with the emblem system. Having hooks be counted towards how much you actually move up/down as killer is definitely needed.
Old emblem system you'd lose a pip when camped out at start of match, which sucked but camping also wasn't as popular a strategy except in low ranks. Now if you're only one to die at end when killer camps to secure a kill it is the same as if you died in the beginning - it's like everything you did in the match didn't matter. Your teammates in next match are a mix of players that died first because they are not good and players that died first because they were killed during end game to secure a kill. Personally I get stuck in deathloops with my swf teammate because we keep getting randoms that do nothing but hide. We'll have 15k-20k+ BP even though we died while the randoms that hid all match, even if they grab hatch, get less than 10k BP. Us getting an easier killer because we died in previous matches doesn't help much when it's a 2v1 instead of 4v1 because our teammates are hiding waiting for everyone else to do gens/die.
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Mandy said that it's not bannable/reportable, they're aware of the spot and it'll be fixed in an upcoming patch.
@Mandy said:
I will clear something up here....the area on the Dead Dawg Saloon that's been discussed in this thread, is not bannable, or reportable so please do not waste supports time in this. The killer can also reach the survivors in this area.
With exploits, we do list on the report page (as linked previously) which ones we ban for.
And yes, people are banned for various cheats/hacks etc - it's just that as we don't allow threads here of that nature, you don't see the complaints and we delete the ones that are here for various reasons. Steam also, we also close threads on this subject.
And whilst you might have heard some streamers say "bhvr doesn't ban cheaters" I'll respectfully remind you, that these people do not know our processes and does not know our team of ACM's who do these bans. It's just a rhetoric that gets thrown around.
EAC gets updated to block cheats, people find a way to get around this, then the updates happen again - it's sadly a vicious circle.
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2661066#Comment_2661066
agreed it is a pain, no denying that. It will be fixed in an upcoming patch for sure, we've got acknowledged bug reports in on it.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2663807#Comment_2663807
so it's better to not get advantage when you know they have it?
The information swf is able to get is a slight advantage compared to the amount of information you'd get from stream sniping.
SWF advantage isn't because of information, it's the ability to coordinate. It's why if you buffed solo to get equivalent information the swf group will still have the advantage because they coordinate work together, no one is working for themself.
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While an swf can see you in game the amount of info you'd get from watching their stream is way more than they'd get from watching what you're doing in game.
At most they'd be able give position updates like "killer is heading toward shack" or "killer is chasing me by basement" - they'd only be able to give updates while you were in the line of sight. They need atleast one other in match to give updates on your position while you would have their position the entire time even when there would be no line of sight. Unless it's an obvious perk like Corrupt they would have to guess what your perks are. They have no idea what your power status is, cool down status on perks, or what add-ons you're using (unless obvious like Trapper's Bloody Coil).
Stream sniping you will see their perks before they could use them, you will hear their plans before they are in action, you will see exactly the type of item with add-ons, you'll see the status of their perks, and what status effects they currently have.
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Since I started playing in 2018 I've only come across maybe a dozen Bubbas that didn't facecamp. ๐
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I played 6 survivor matches yesterday, wait was under a minute each to get into lobby. Somehow in 5 of the matches I had the same killer - not same teammates though. First two matches I was last survivor and got hatch, last three the killer tunneled me out first to then get 4k. I should've dropped MMR thanks to the lost matches where I died first while that killers MMR should've gone up every single match thanks to 3/4k. Doesn't make sense how I kept getting matched against them, both of us apparently having quick queues. Old system I'd come across same killers every so often, maybe 2 matches back to back, but never 5/6 matches.
After those crappy matches I switched to killer, after waiting 5 minutes I said screw it and played something else. This also made me wonder how I could've been matched with same killer in under a minute when I couldn't even get a killer match in 5 minutes. Definitely feels like it's broken somehow.
There's other problems I have with SBMM, mostly that it shouldn't just be kill/escape. Just being kill/escape is not a good meter for skill, there should be more included. Just being kill/escape has also encouraged gameplay people have complained about not being fun like hiding in corners and camping.
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@Darkskies said:
Console needs extreme help especially in the killer side it runs perfectly ok on survivor on ps5 of course !
But the match making times on survivor are zzz the main reason console killers are struggling plz I beg if your playing survivor just take a moment to respect your killers it truly is muchly needed atm ๐ท๐
I think time of day is having an impact, or tons of killers on ps4 have turned crossplay off. I was getting instant queues as survivor. I tried to play killer but after waiting 5 minutes I said screw it and played something else - which adds to the confusion of how I could've gotten same killer so many times in a sitting. ๐
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Hopped on solo to check out how game is since I haven't played since DDoS started happening. It feels worse. I don't get how it feels worse when there have been no updates during this time. I was getting freezes that were completely turning me around like during the RE chapter. Killer using their power, hooks/unhooks, totems being cleansed/blessed, being on RPD or Ormond... It just felt like it was non-stop bad.
I played 6 matches, 5 were against the same killer. First two I escaped through the hatch, the other 3 they immediately tunneled me out and then got a 4k. I was in a lobby with the killer in under a minute so it seems like I was getting instantly matched with this killer but my teammates were all different each time. I don't get how I could get hatch twice then be first killed 3 times while killer was getting 3-4ks. Hatch would've been null and rest should've dropped my MMR while the killer should've just been going up.
The same killer multiple times mixed with performance feeling horrible just made for a terrible experience. Going back to not playing because I had 0 fun.
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When there were handful of killers and survivors the BP limit for grind made sense, but now the game is way bigger and the grind is more of a deterrent than anything. It takes over a million BP just to level up a new character to open up their teachables and get those teachables on a character you main. As survivor it isn't so bad because you're just playing a skin but as killer it definitely worse because you are less likely to bother trying to get perks on a killer that takes time to learn - and this lessens the killers players will actually face in a match.
The grind is why if I ever ran into the issue others have where their account gets set back to 0 I'd just quit right there and then.
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Unless you're a completionist it's not worth it. The bloody cosmetic is only on the default cosmetics, which personally I'm not a fan of most of them anyway. The "increase in rare items" is so small it's not even noticeable.
I've prestiged some of my survivors and it doesn't seem worth it. The amount of BP needed to get through the Bloodwebs and then BP to just get the perks I wanted was so much. BP per match is just way too low to bother with prestiging.
They should change it to just going through Bloodwebs up to level 150 instead of starting over each time. I would definitely prestige all my characters if that was the case because it would cut down the amount of BP needed. Instead I just have all the perks on the few characters I main and that's it.
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Yes, very OP and toxic. Don't run it ever. Stick with BBQ, Ruin, Undying, Tinkerer, Corrupt, Pop and NOED as your only killer perk choices. ๐
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Hackers could always get into console games, even before crossplay was a thing. Before crossplay you'd get Legacy cosmetic characters, usually Legacy Nurse, that hacked into console games. Wasn't often but it'd happen. With hacker rise in DBD we are just seeing them way more often.
This post has video clips of hackers in console crossplay off matches.
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@Toxic530 said:
https://forum.deadbydaylight.com/en/discussion/comment/2662360#Comment_2662360
1) it was intended to drag the game out to be petty because I wasn't gonna farm. They definitely exploited this one area of the map. It's not like they waited for me to chase them. They literally just went there and sat there didn't move and let me down them because they knew that they'd be able to wiggle off. In the process taking advantage of an exploit and holding the game hostage.
2) they def were for both form and gameplay.
3) I can't really argue that accept by saying what rainehdaze said: if that's the only solution then that's a problem
It's not an exploit, it's an intended feature. It's why perks like Iron Grasp and Agitation exist and why you can have a survivor bleed out instead of hooking them to death. Sucks when it happens but it's not an exploit.
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With hackers being able to hold someone's game hostage for the 2 hour match limit they should remove DC penalty until they fix it.
Here's SpookNJukes getting hacker over and over. He has ability to switch from ps5 to PC, but not everyone does. Most other people would be forced to DC and rack up penalty time.
https://youtu.be/xjtZSFPhWY4 -
๐ I originally wrote gross in my response but changed it to no to be nice.
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Noooooo
๐ป๐ป๐ป
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Holiday weekend and bloodhunt. Have more super casual players on that don't care if they get penalty, they'll just go play something else once ban time gets too high.
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@[Deleted User] said:
I think 7-10 minutes is the sweet spot. Longer than 10 is too long. 15-20 minutes is zzzz territory
I wish matches had a time limit of 20 minutes. At 20 minutes game just ends - survivors left in match don't receive escape points and killer doesn't receive kill points for those survivors, it's a draw. Honestly think same for EGC, just have game end in draw instead of being used as tool for kills.
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@Phasmamain said:
Play it during 2019?
This.
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Killer challenge. It makes noise when you're near it like the other glyphs. You can see aura of its current location/direction its moving when you hook someone. I found it just wandering around map, heard it on other side of wall. It moves pretty slow. The trail was maybe a foot long so not too helpful in finding it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2659438#Comment_2659438
Camping in DbD is just like cheese/rush play in SC2. It'll get you only so far, and then you'll start getting stomped. I'm fine with that, it's sort of natural.
I'm not...against your idea, per say - it just strikes me as a minor improvement at best.
The focus right now, in my opinion, should be on the survivor side of things.
Minor improvement, see how it does - if it needs more tweaking then see what else is needed.
Survivor definitely needs the most adjustment, no argument there. I'd just attach the emblem system to survivor side with maybe a few tweaks. ๐
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2659395#Comment_2659395
Eh...
The problem is that sometimes other survivors leave a survivor on hook for multiple states through no fault of my own (RPD...you are evil sometimes). This would be punishing killers for survivors playing poorly.
I agree regarding survivor.
I don't think the killer should get harder match thanks to MMR increasing more because survivors couldn't make their way through terrible map for a save. Their MMR would still increase for a kill but not as much as it would had they had multiple hooks through out the match.
Making hooks be part of the MMR the killer has to do more than camp a survivor. The camping killer shouldn't be at same level as the one that actually makes an effort to get hooks.
If you only got one kill thanks to bad map but you had atleast hooked each survivor once - maybe a couple of them twice - you shouldn't have a lower MMR than the camping killer that got 2 kills on 2 hooks, one for the camp and one for NOED.



