brokedownpalace
brokedownpalace
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1149049#Comment_1149049
Lol you can always go with a pro sided survivor bias opinion followed the next day for a pro sided bias killer opinion and farm those upvotes it works for some on here.
It's too hard keeping up with the trends :(
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Thank you! I'm so close to the Funny Number of upvotes
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@Nurgling7 said:
Survivors were crying about it. So it was a top priority.
Top priority? This has been in the game since her release. Weird how blatantly incorrect things get upvoted so long as they are killer biased.
SURVIVORS BAD, KILLERS GOOD
I hope this gets me some upvotes!
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I agree that we should have more wiggle options on ps4 but you absolutely do not need to smash your joystick to wiggle. If you're breaking your controller then you're being too rough.
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@Heartbound said:
I'm approaching 500 memepost and I have zero BVHR read.
It's safe to say they only exist in fables, far away from the reach of mortal man.
Are all of your 500 comments feedback or suggestions? Because otherwise that's an irrelevant point to make.
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Lol no. If you bring an item then expect Franklins. That way you'll never be disappointed. Using it to prevent medkit heals is 100% legitimate.
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No.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1139803#Comment_1139803
I keep repeating it and you're not listening. It's not a "bug". You're the one who is being unreasonable.
Keys having low viability have been complained about for years now and it's still not been changed so the fact it's been left like this for years with no change is a fact that it's low priority -- my opinion doesn't even matter. You're not new here so I don't know why this concept seems to be so difficult for you to grasp. At this point, you are literally white knighting the company and making it a bigger issue than I made it over a ######### meme joke I made (read: joke. Not a complaint).
I swear, you're more butt hurt over the keys being invisible more than I am and I'm the one who made a meme joke in bad taste. If the fact keys being invisible to people in the lobby on Steve and Ash bothers you that much (again, known issues that I shouldn't have to report on because they're not "bugs" and my feedback and opinion on the forums should be more than adequate enough) and you want to prove a point, you can feel free to make the "bug" report in my stead.
I guess that makes you the white knight for all the oppressed killer mains. It must be hard to be forced to play a game created by developers that apparently hate you. I'll pray for you.
Also, as I said earlier, general key visability being a low priority is irrelevant. We are talking about literally not being able to see keys carried by certain characters. Stop conflating two separate things.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1139726#Comment_1139726
Again, I'm not going to throw in a bug report, that lacks detail and context about what exactly the bug is, why it happens, and how it's triggered.
If I reported every single little bug I came across with little to no context, I would be sending at least a few bug reports every time I finished a session. And I would much rather they be fixing actual game breaking bugs, such as Hag who's teleporting is bugged right now, Clown's bottles which have been broken since his release by the way and still have no fix, the plethora of Nurse bugs, Plague vomit bugs, etc.
All of these bugs have been left in the game for over a year by the way.
I don't need to use an invisible key "bug" if that's even what it is, which could be fixed by just recolouring the key in the first place or just making it a little bit bigger, when there's literally dozens of game impacting bugs for killers that have been left unattended. So don't even begin to try and lecture me about not reporting bugs and them not getting fixed, when the dozens and dozens of game impacting bugs that not only just I have reported, but the many, many many other players have reported which still remain unfixed over a year later, with some of them even nearing 2 years on some of them.
How many bugs do I need to report that still remain unfixed? 20? 30? 40? How many until I'm justified that it's not "my responsibility" to report them anymore and that after some point, I'm just wasting my time? Let alone for a thing that may be a bug, that I have no context about because I don't even have the Stranger's Things DLC to even test it in the first place? How am I supposed to report a bug, with actual useful info and context, when I don't even why it happened in the first place? At that point, I'm just flooding the bug report system, and being more of a liability than an asset, reporting on a problem that people have been complaining about for over 2 years anyways?
"Just stop."
So you're acknowledging that it's a low priority, little known bug that you refuse to report but at the same time complaining that it won't be fixed for a year and a half because it benefits survivors.
You can't have it both ways, sorry. I'm done discussing this with you because you refuse to be reasonable.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1139621#Comment_1139621
Keys being hard to see in the lobby isn't anything new and has been complained about for at least a couple of years now at this point
Even if it was a bug, it's a bug that would more than likely be fixed or made moot by making keys more visible in the first place rather than this small thing that is 6~10 pixels big from the killer's perspective and was more than a slightly different color than the background itself.
That, and sending in a bug report ticket saying "I couldn't see a Steve's key in a lobby once" isn't exactly a compelling bug report and would more than likely be pushed far, far, far down the priority list, if it was even taken seriously which again, two birds with one stone could be fixed by just making keys more visible. They're the only item in the game that's very difficult to see. Even the smaller firecrackers are least bright despite being a small size.
I wasn't talking about keys being hard to see in general. That's another discussion.
If you don't report a bug that isn't known then you shouldn't complain when it's not addressed quickly. You know there's a problem, purposefully don't report it because you say it won't be a high priority and then use them not addressing a bug they don't know about as further proof that they are biased against killers.
Just stop.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1139512#Comment_1139512
If it's a bug, and it benefits survivors, that means I suspect it'll be fixed in approximately 18 months.
This is the first I've ever heard of it. They can't fix something if they don't know it's not working right. Have you reported it? Or did you notice it and say nothing?
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It's okay to play with a crutch perk. You gotta do what you gotta do.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1138150#Comment_1138150
Not often, but in any case, you're arguing with someone who feels the same as you. I don't think the locker by itself is the problem, it's the fact that it stays active even after you start working on generators. I have no issue with it activating when you grab someone from a locker, personally.
Maybe make the time deplete twice as fast if you are working on a gen.
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@not_Queen said:
@Chop We are reviewing the way we are scheduling updates. This time, we are testing a new schedule, allowing for more time between PTB and release. We hope this will allow enough time for the team to tackle more issues before the release.
Sounds good to me! Obviously I want to play it ASAP but if waiting an extra week means a more polished experience then I'm all for it
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I'm confused. How did you not notice the difference between 103 games and 163?
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@Kelluthien said:
https://forum.deadbydaylight.com/en/discussion/comment/1134045#Comment_1134045
I see you haven´t read the topic, yes lots of people took a vacation in work expecting the chapter. I know you woudn´t get it in your young years, but in your distant future you would need to make a plans for such occasions, it is not as easy as comin from school dropping a bag on a bed and go play vidio games. You will see :)
If you're taking vacation from work because of a dlc then you probably shouldn't be lecturing other people on their work ethic
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Are you taunting them and being a sore winner?
Merely playing the game is not bullying.
If you had purposefully deranked then that's one thing.
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I think it's pretty obvious it's a complex problem. Killers used to be able to hear an injured survivor if the survivor was inside the Badham basement and the killer was standing outside the school. The terror radius has also been bugged multiple times for weeks or longer. Stop playing victim.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1131650#Comment_1131650
I didn't t-bag you at that pallet, I have gas I need to release and bending in this position helps move it along much faster!
I'm not tbagging I'm just stretching to prepare myself for another loop
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The smacking on the hook to stop the scream is a silly way people found they could justify hitting survivors on the hook and claiming it's not bm lol. Why didn't he hit op the other times he hooked him?
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1131627#Comment_1131627
First:you could find ruin and pop it which is a lot easier then finding all 5 totem spots to avoid noed.
Second: Noed doesn't take any input what do you mean? literally i can play a game with noed on play pretty normal and at the end get rewarded because a survivor missed that 1 totem in the nearly impossible to see spot.
And They are both really crutch but one was necessary to slow the game down against red ranks and the devs said itd be fine and look what its turned into gen popping heaven with survivors having a lot more power. And Ruin did have counters its basically the same ones as noed. Except once ruin was hit its gone noed applies at the very end so yeah it can be destroyed but its a lot harder when you have oneshot killer moving at super speed.
Noed requires you to be able to find and end chases otherwise it is completely useless.
It's also much easier for killers to protect a single totem that is highlighted for them then 2-5 totems (depending on how many hex perks they use the rest of the game) that they have no aura of.
Neither of them is necessary.
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First, hitting great skill checks is not the same thing as hitting good skill checks and it's something many people cannot learn. Some people will never have the timing and hand eye coordination to hit great skill checks with any amount of consistency. Especially when they appear at the 6 o clock position.
Second, the devs gave multiple reasons for changing Ruin. One being the completely random nature of skill checks. You could repair a gen and not get a single skill check from start to finish or you could get 10 in 20 seconds. The other being that Ruin took zero effort or input from killers. Just put on a perk and it passively slowed gens, sometimes to a crawl if any new survivors were playing. Given the ######### up matchmaking this was only going to get worse.
As much as I think NOED is a crutch perk, it's not like Ruin because it's not random, has a reliable counter, and requires the killer to be able to hit survivors to work. Yes it makes catching up and ending chases much faster, but that's still much more input than old Ruin ever needed.
I don't think they are comparable.
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I feel like things that are blatantly obvious don't need these kinds of PSAs. Don't even entertain the idea in the first place. Obviously killing survivors is not toxic.
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I mean, pick your favorite killer or survivor (or 2 or 3) and master them before buying more. Most perks are not worth the time or money. And the more characters you buy the more teachables you unlock making your grind that much more intense.
On console many the best killers come with the game. Billy, Hag, Nurse and Huntress. Or, if you feel you absolutely need to get every character, get the Nightmare edition. There are also dlc sales like 4 times a year.
If you look at most video games these days as "What does it cost to own everything?" then yeah it's expensive as #########. But you don't need everything and even more so you do not need everything all at once.
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@Fibijean said:
Winning gracefully is a vastly underrated skill.
I'm the most graceful winner you'll ever meet. I could outgrace you with two hands tied behind my back
*tbags you and runs away*
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@mmain said:
Just finished a match where the survivors had 4 gens done and the killer hadn't gotten a single kill. He had gotten like 3 hooks total, but no kills. As soon as the 4th gen popped the killer started slugging. He got 3 kills that way. I was one of them. No problem. He employed a strategy that works. I was prepared to move on the next match.
But before I get a chance to join a lobby I get a message. This killer is actually taunting me because he won. Telling me I suck and all that jazz. Who knows. Maybe I do suck. But this killer was getting curb stomped until he decided to start slugging. Don't get me wrong.... it's a legit strategy and I don't fault a killer for utilizing it. But if you are getting your derriere handed to you and have to resort to slugging to get kills don't message me afterwards telling me what a great player you are and how much I suck.
I mean if I use a key to escape it's a legal legit strategy, but I'm not going to message the killer afterwards telling them how great I am and how awful they are.
Just run Unbreakable, n00b.
(just kidding)
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124676#Comment_1124676
As solo or SWF?
I rarely play solo and typically am part of a 3-4 man squad. 10-15 minutes is usually the minimum, and sometimes more if the killer acts like a B and decides to lobby dodge.
I play solo. I can see why swf would be longer
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1124674#Comment_1124674
The core game play hasn't changed but players are getting better, as survivors and killers both get better the gap becomes quite large and in the survivors' favor. Ask anyone who has a lot of hours and is unbiased, a good team of 4 survivors whether SWF or solo that just goes and actually does gens will escape basically every game.
https://forum.deadbydaylight.com/en/discussion/comment/1124673#Comment_1124673
This is always the reply, and my reply to this reply is the people are different but the budget is the same. It's time to cut a couple people from cosmetics and hire more programmers.
I disagree with your premise. And there's very few people on these forums or reddit or even among twitch streamers I would consider unbiased. Some people are more reasonable in their bias than others. The majority of users here, for instance, when you look at their username you can usually make an educated guess as to what their opinion is going to be.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124659#Comment_1124659
This is a straight up fact.
The majority of players don’t like playing killer, hence instant Killer queues and 15-20+ minute waiting for Survivors.
The only time I wait that long for survivor is at like 2-4 in the morning. My queues are 5-7 minutes long.
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/1124612#Comment_1124612
I agree to a point. But if you can't see that many killers have quit already then I don't think you're paying attention. When I play rank 1 killer I get games instantly and they are against red rank survivors. When I play rank 1 survivor I get games in about 10 minutes and they are against anything from red to yellow rank killers. People can talk about match making being messed up all they want but I don't see any other way to look at it other than there are just not enough killers to go around.
My queues take 5-7 minutes like they have anytime there isn't new dlc or an event.
Notice the "enjoy your 30 minute queues" meme stopped a week or two after the Ruin nerf went live. It's because things went back to normal.
This game is going on 4 years old. If there's any reason for a drop in player base it's because the core gameplay experience has remained largely the same.
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@JawsIsTheNextKiller said:
Thank you for posting that. It is really interesting and the great thing is we don't need to question your findings like we do with certain other stats out there.
Is there any particular reason you blindly believe one person's stats and not another's? Not saying op is lying but your logic doesn't check out
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124517#Comment_1124517
The OP is also in the PS4 EU servers. It probably varies from region to region. Also from platform to platform.
Why would it vary from region or platform? What bearing do those things have on perk use?
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1124505#Comment_1124505
Probability hates me I guess. Cause even after taking a break and deranking back to 18, I'm still get red/purple survivors and on average I see DS on at least 3 people every match. Sure doesn't feel like 46% to me.
I guess it's a good thing that numbers trump feelings.
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@FluorescentLemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1124278#Comment_1124278
When everyone keeps telling you it needs to be fixed but your answer is "whether or not it'll need further changes beyond that remains to be seen" can you blame your players for leaving and thinking you're out of touch with them?
Fortunately the devs look at the whole picture including internal statistics and don't rely on a handful of loud people on the forums who have been predicting the death of DBD and a mass exodus of killers for years now. The same people complaining about how broken and survivor sided this game is are the same people who continue to play the game and buy new dlc even though supposedly they are having an absolutely miserable experience.
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Have you ever seen that happen?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1122280#Comment_1122280
I'm in Australia. The "official releases" are always technically the day after due to time zones.
It is a joke. Chill plz.
Peanits is joking lol
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What I find funny is the amount of people who say "rank means nothing" and on the other hand if you state any opinions on the game's balance the first thing they want to know is "HAVE YOU PLAYED AT RANK 1 THO?"
Which is it??
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For how long? 30 seconds? 5 minutes? How many times have you previously disconnected?
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1120608#Comment_1120608
If the dev's are smart they are going to be releasing this DLC late, after they fix EVERYTHING they broke balance wise with the Toolbox changes, Perks, and Keeping items after a match 🤨. Like i'm pretty the last of their killer's are just sitting here waiting - staring at the DLC, and ready to uninstall the second it comes out with any of these Survivor Buffs.
Though they already mentioned they don't plan to release the updated Hangman's Trick - which was probably the only balanced thing that came out with this update, but of course; It's in the Killers favor and makes the game easier for them. Therefore it's gots to go! The killer isn't allowed to have fun in this game.
Where was it said that Hangman's Trick will be changed?
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@Peanits said:
We have not announced any release dates. I'd take any rumors with a grain of salt until someone from BHVR officially confirms it.
Consider me salty 🤓
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Weird that there's no comment on this. Normally a dlc releases 2 weeks after the PTB. This would put it at 3 weeks :(
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The Plague breaks pallets in the same amount of time as any other killer.
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They've said no.
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@PrettyFaceKate said:
Noed is actually very good when combined with camping the first hook. You can get a kill early game and easily 1/2 additional kills in the endgame. Realistically, if you stealth camp, you will buy yourself even more time because they'll attempt the save and it results in a 3/4k most often than not. Most Cheapfaces at red ranks/rank 5 play like that. Works flawlessly.
I'm not arguing that is not a legit strategy. It does however reward "bad" playing and the killer will even make decent bp for it. I've seen it first hand.
This. The narrative that if a killer camps the first survivor to death it guarantees 3 escapes for the other survivors is definitely not the case the majority of the time. That only works if the first survivor leads them on a decent enough chase, does not struggle or suicide on the hook and nobody wastes any time trying to save the camped survivor (which is harder against stealth campers) and entirely focuses on gens.
Camping the first survivor to death and then using NOED is often a very effective strategy.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1114567#Comment_1114567
Or he took a break, came back and realised the game has gone to #########.
If he has 2-3k hours he should have no problem getting at least to rank 8 or 9. There's no excuse for being at rank 16 except being bad.
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@Accullla said:
Why did you play at rank 16 after 2-3 k hours in the game? It doesn't add up
There's only a couple reasons for that. Bad at the game or purposefully deranking.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1112852#Comment_1112852
Reveal survivor aura within 16m and buff duration to 15 seconds.
This. That's not a particularly strong effect and there's no reason it should be add on only. I hope the next items they rework are keys and maps.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1113461#Comment_1113461
If you Dead Hard forward in a straight line, you should still get hit by the harpoon or hatchet, but you don't, you just phase completely through it because of the invulnerability..
Well Deathslinger has a reach of 18m. Either way, though, if you are invulnerable at the point where the hatchet or harpoon collides with your hitbox then you should not be hit.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1113451#Comment_1113451
We are aware the Killer Adepts are in an annoying place. This will be addressed, but as always it's a matter of prioritization. :)
Thank you!
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@Spooky13 said:
I agree. Also, can we make it so that Dead Hard doesn't just completely negate Trapper's traps or Huntress and Deathslinger's projectiles?
Trapper's traps I can see maybe why.. but I have no idea why you think it shouldn't be able to dodge Huntress or Deathslinger.