burt0r
burt0r
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2949581#Comment_2949581
I see this constantly. Killer is playing fair and doesn´t camp/tunnel/slug/whatever and the survivors don´t appreciate it in the afterchat and go full toxic.
Instead of cultivating a nice comunity, where people treat each other as decent human beings. We get toxic behavior, which breeds toxic killers, which breeds toxic survivors, and so on.
Or it makes us (nice killer) quit.
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Nope, me and other have been complaining about this for years and it won't get changed.
The only saving grace is that pips are also dependent on grades now and they reset every month. So your best bet is to go for adepts around the 13th/14th and hope that the non existent matchmaking gives you easy survivor that you can push around long enough that you get all your emblems.
The MOST aggregating point remains that's survivor dcing can ruin any attempt. You don't necessarily need 4k, i have gotten merciless even when letting survivor intentionally go at ash grade (back than still ranks).
But the ludicrous gap in requirements is still mindboggling hilarious to this day.
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@struckyomama said:
I've been binge watching "Sabo squad fail" videos on YouTube like a new season of sopranos just released lmao so satisfying to watch especially the post match salt
Thanks for the idea.
I just enjoyed binge watching karma/dashcam fails and needed some new "just punishment" entertainment.
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I only know that "someone" on this forum ended up on a popular DBD YouTubers Thumbnail not too long ago.
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Like @tippy2k2 said, no immediate monetary gains for such an investment.
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@Aurelle said:
I knew there was a totem spawn there and when I saw that fix I was like "What the heck, BHVR?". This is one of the most laziest fixes for a bug I've ever seen and it just caused more problems for the game.
I think that this still took more effort/worktime, especially in terms how long it takes them to fix things, than the Mori change, which should probably have been just a simply change in a few code lines.
Nonetheless borderline impressive in the "HOW?" facepalm Department.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/2948265#Comment_2948265
Probably wasn’t aware that exploitable spot at the top of those stairs had been patched
Fun fact In another thread on the first forum page is a Twitter picture that shows that they only made the fleshy growth there bigger and now the potential totem spawn there is inaccessible for survivor to break a potential hex totem 🤦
"Pretty good job so far" and again and again and again....
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All hail our lord and saviour Lightborn 😎
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"How to completely cripple nurse"
Keep her slow at 96% and make her blinks only possible through objects.
First of all i can't for the life of me imagine that this won't bring a whole hell of a lot of coding problems and terrains registration bugs.
Second, the now ludicrously strong counterplay again every nurse would be either don't lose line of sight or double back immediately after losing it so she ports through the Los blocker and gets fatigued.
Also this 😂:
Imagine you are a DBD map designer. You carefully craft the map. The distances between playgrounds. The possible pallet locations. The location of the main building. Killer shack. The distances between each of these and how they affect gameplay. Is this loop too strong? Etc..
I would prefer to imagine a competent team supervisor that would come, take a look and say "Okay cool, now redo all of that because nearly every survivor player uses dead hard and you made it too easy to chain all those structures." 😂
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@PBsamichShoe said:
Yeah, I agree. Since they nerfed keys and nerfed the hatch if the killer closes the hatch and you're the last survivor left there's basically no point in trying to get a gate open, especially with no way out.
If they're not going to nerf no way out they should just make it so if the killer closes the hatch and you're the last survivor left then you just die right when the hatch gets closed. Then killers are happy because they get their easy 4k and you don't have to deal with any bs waste of time and can move on to the next match.
I would love to have the same when the gate get powered and all 4 survivor are still alive because as a killer that aimed for the 8/12 hooks it is most often the case that all 4 are alive and still have their 5 second chances protecting then from getting killed or rather hook camped. (BT, DS, UB, DH and other survivor bodyblocking)
So they could just end the game after the 5th gen pops and not waste the additional 3 minutes of egc where survivor just stand in the exit and wait for an audience to see them leave.
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@Blueberry said:
This exact feature was tested many years ago. Survivors abused it severely so it was dropped.
You fix camping and tunneling by balancing the game properly. Camping and tunneling is a symptom of poor game balance, not the problem itself. Most the camping and tunneling is because killers feel backed into a corner with no other options since the devs refuse to balance for high mmr.
There will always be some killers who camp and tunnel just because they want to but that isn't the majority.
Not exactly the same, only the hook timer stop but not the gen block part when a survivor is close.
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@PBsamichShoe said:
Why weren't you able to DC if this happened?
If anything they should add a concede option for survivors, for when the killer decides to rain on your day and let you bleed out rather than trigger the EGC.
And another apple vs oranges comparison 🤦
When the survivor is bled out their game ends in 4 minutes.
When the killer is stuck or unable to interact anymore the end of the game is completely in the hands of the survivors and it's their choice to be fair and end it quickly since nobody will earn much point or anything OR they can decide to keep the killer hostage with a DC+penalty as the only out.
@Laluzi said:
About a week ago I had a match against a bugged Nemesis that couldn't use his power and was stuck moving extremely slowly. We tried a couple of things, but nothing got him back to normal, and at that point it was pretty obvious the guy just wanted out. I had to open the gates because my teammates kept crowding around him trying to beckon him to a hook. I mean, I offered too, but after the fifth or sixth point the dude clearly wasn't interested, and it was painful watching him crawl across the map at approximately downed survivor speed. Even then, everyone else hung around until last second for some reason. Like, if you're going to commit to sacrificing yourselves, sure, but what on earth is the point in waiting? The Nemesis didn't want moral support, he wanted to move on to a different match.
Then it gets worse when you have survivors that take advantage of the bugs to torment the killers, or worse, deliberately invoke them. I remember the Deathslinger reel bug from about a year back; that was a mess.
That said, I doubt they'd add a concede option for things that aren't meant to be in the game in the first place. Same with being able to exit the game safely versus cheaters, who can sometimes prevent the natural end of the game from occuring. I think a more convincing argument for a concede would be when two survivors are hardcore hiding, or when the killer is completely outmatched and the survivors won't finish the gens in favor of trolling the killer for the next thirty minutes, but BHVR's really fixated on the idea that everything is fine as long as the game will eventually end.
Doesn't surprise me since both sides have shown to abuse every glitch they can to harass the other side. See boil over abuse, your example or survivor getting stuck or getting trapped in corners and #########.
Once again both side do it but the survivor side is subjectively so much bigger that you see it more often from them.
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@PBsamichShoe said:
Yeah it's super annoying because survivors have like 4 perks out of 107 that are on par with the ones on that list. 90% of survivor perks are just meme perks with extremely limited potential to set back the killer's main objective.
And again, do they need to be "on par" with everything on the killer side?
This isn't 1vs1 but 1vs4 and the game shouldn't compensate for incompetent teammates on all fronts.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2947362#Comment_2947362
This is the truth; I could win the vast majority of my killer matches, but it wouldn't be much fun for anyone involved.
Some say that killer is has never been easier, and there is some truth to that, but the caveat is that you have to play a certain way for that to be the case.
And that sucks.
I would say "killer has never been easier" was at its peak of validity before SBMMR and hit validations. Since then it went a bit backwards.
And what i also would like to point about that statement is that "never been easier" in relation to the broken stuff since release has never been equal to "is easy".
Edit: Comparable to, somebody could run a marathon with 50kg on my back, lose 40kg over the years and it is still harder than for the other runners without extra weight, but has "never been easier" for them until then. But in the last months bhvr has put 5kg back on the backs of killers.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2947412#Comment_2947412
I think that's because survivors are less whiny than killers to be honest.
I would say that's absolutely false. Survivor just have their squad to complain to each other and validate each other's complains while killer look for outside validation and like-minded people in places like this forum.
Roughly 50% of all survivors play in atleast a two person swf group and can exchange their complains with each other and probably don't need to further express them to other people here.
That's also my reasoning why the forum are occupied with more killer than survivor "mains" plus the other half of all users here are probably player that play both sides.
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I would say yes if seen as used by percentage of all survivors.
Example: deathslinger and bt
25 games => 100 survivor => 31 bt used => 31% of all survivor in that group of games used bt
And the usage of % on amount of kills per game in relation to the 25 games per killer looks also correct.
If course those percentages are missing the correct definition.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2946336#Comment_2946336
I can actually confirm this, LoL is a free game too and it only takes about 2-3 days on the pc version to get a single champion, and older champions cost less over each major patch iirc. You can also get capsules in PC LoL that gives you free skin and character shards through capsules, keep in mind that League is a free game and it has better ways to unlock new characters than a paid game, and if you look at Wild Rift the grind is even better on a mobile game as you can get new characters that drop through character arrival events, on a free game.
And while i don't condone the methods bhvr uses, i have to say that you compare 26 killer characters and 30(?) Survivor characters, that are basically reskins and can be seen as one after obtaining the 5-6 meta perks, with nearly 150 characters that are mostly unlockelable by the new stupid gacha system with the champion shards and you are not always able to farm a new 6.3k blue essence champ in 2-3 days depending on the the rng on the shards worth.
It took years to unlock all chars in the old ip and is probably not that much faster in the new blue essence system.
DBD is horrible in that regard but please don't make it seem like lol is a cakewalk in comparison when putting effort to mass of characters relation.
Edit: Also lol might be free but damn if riot hasn't dialed their cash grab antics up to eleven with the new 3rd "season grind" with the masterwork chest and -capsules, that needs 125€ worth of unlocks to finish. Plus the ever rotating event passes plus a bundle of new skins every patch together with the usual 8 chromas per skin😑
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@Chiky said:
but that's ridiculous. If i was playing lol I'd had at least one new champion in that time... I've played already 1 day and 22 hours, I'm 2/3 for a new character... that means that to get all killers I would need to play like 2 entire months (full gameplay time). That's absolutely ridiculous...
Also, you say the game isn't dying but every time I see reviews, or anything they mention how the gsme has fewer and fewer players after each chapter...
And how many characters does DBD have vs league?
I mean i find the grind also ridiculous and know that the whole principle behind the state right now is money.
Take for example rainbow six siege, i don't know how excessive the grind is because I was having enough fun with my late best friend back then that i bought every season pass, but without the season pass each character costs 50k renown (the shards/BP there) and you make it takes you also several days of grinding for one.
Of course every other game but DBD has an "aging price" system where the older the character is the cheaper they become and DBD should maybe have something similar but the lack of it won't kill the game.
What you are talking about is grounded in the reduction in fun on both sides since the implementation of SBMMR. Before that matchmaking was also most often completely random because, when the majority of the community regardless of actual skill made it into red ranks, everyone got matched with everyone else.
With SBMMR this was "improved" but basic balance issue came into the spotlight (as expected by some people like me) because equally skilled killer players and an 4 men swf for example aren't what the game is balanced for.
In light of this, more and more people left the game after the anniversary chapter high.
That hasn't much to do with character grind even if that doesn't help.
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@Icaurs said:
https://us.v-cdn.net/6030815/uploads/OGZR76LNC52G/loop.png
https://forum.deadbydaylight.com/en/discussion/comment/2945481#Comment_2945481
This is called a loop, a standard loop has what is known as a short side and a long side, with a pallet inbetween. Now most loops can actually be mindgamed by the killer. A mindgame is when you move back and forth in an attempt to out position the survivor to either, A force the pallet drop or B hit the survivor. This is how you play DBD.
In DBD you have what are known as exhaustion perks. exhaustion perks artificially extends the chase, when outside the killer's attack range. The standard exhaustion perk moves at 150% for 3 seconds, however there are exceptions. Every single perk has set criteria on when and how it can be used, but they all have one thing income. Its used outside the killer's attack range. This is considered fair and balanced, due to the very fast downing potential of killers There is however one difference (dead hard).
Dead Hard's one and only difference is that it can be used to autocorrect a mistake. When looping the killer, at the above the image, its important to understand that as a survivor is capable of gauging the range of a killer's lunge. When using dead hard, a survivor's burst of speed doesn't matter much. What does matter, is that the killer is incapable of hitting the survivor with his lunge attack. Despite knowing this, the killer is forced to go for the lunge attack anyway, because he needs to fore the survivor to use his dead hard. Once the killer has missed his attack, the killer's momentum is slowed down massively. To the point, that the survivor is can get an entire loop around the pallet before dropping it, because missing an attack on most loops will allow for this. If you are using dead hard for distance, then you only have a very basic understanding of the the perk. Your exact words were "Dodging a hit doesn't do much. The distance gained by the killers hit CD often isn't even enough to make it to another pallet." This is why I said you have no idea how to use the perk. A missed attack should allow for a survivor to get a full loop around the pallet. As in they continue the current loop, before dropping the pallet on the next loop. This is why Dead hard is called the 3 hit perk. If you are dead Harding to a pallet, the killer keeps his momentum, you are still forced to drop the pallet. This is fine, and balanced. If you take issue with that, then I don't know what to say other then just.. get better. The bar can only be lowered so much.
Now lets say we removed the invulnerability. Even if used, it is impossible to get the hit, the killer has two options. 1. continuing through, this will force the pallet drop, 2. The killer doubles back in hopes that the survivor is out positioned and can get a hit in. Either way the killer is not punished. The pallet is dropped and the killer can begin mindingaming the pallet while keeping momentum. Using the perk out in the open will offer little value for the same reason, making it necessary to use the perk at loops, and not out in the open.
Also I just read that you quit DBD and yet still post on the DBD forums... I have no words.
Okay wall of text.
First if all, yeah okay i retract my statement that dead hard to dodge is general useless and say it's useless when the average casual survivor uses it without a pallet/vault in the immediate vicinity.
Second, good job not addressing anything i said with the exception of your one quote and the fact that i am still on this forum even after i quit the game. Am i really the first one of those that you find on this forum, you must come here quite recently.
Third, good job still disregarding the fact that, while dh to dodge can be baited and is therefore an interaction between killer and survivor, dh for distance is not and unlike any other exhaustion perk that, yes, do a better job distancewise, have prerequisites and can be messed up. The only way to mess up a dh for distance is to hard mess up with the distance to the next loop or dh into a wall. The strength to downside ratio for dh in comparison to all other exhaustion perks is ridiculous
Either way the killer is not punished. The pallet is dropped and the killer can begin mindingaming the pallet while keeping momentum.
Having to play around another window/pallet and losing another 10-20+ seconds is not punishing when all 4 survivor can do that nearly every chase? I guess you have never played a fast 5 minute game against coordinated survivor.
Fourth, damn what a condescending piece you are with that first paragraph talking to me like i am a kid and trying to insult my intelligence.
And with this i am going to cease any further interaction with you as you don't engage with what i say.
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That is the basic principle yes.
Especially when you think about the fact that shards haven't even been a thing for the first few years and the game didn't die then.
Of course the ever increasing amount of characters and perks become slowly but surely ludicrous to grind for.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2945120#Comment_2945120
It's very evident that some people on the forum are playing a very different game/having very different matches.
You mean me or the other person?
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2945122#Comment_2945122
Probably, but that is what happens with any meta nerf. Any nerf to dead hard, and overcome will take it, it's very strong.
https://forum.deadbydaylight.com/en/discussion/comment/2945120#Comment_2945120
No other perk apparently.
Overcome, coruped intervention, Iron will, Brutal strength. Nope no other on demand perks.
"Dodging a hit doesn't do much"
What? Are you for real? You mock me in your eddit and you have no idea how to use the perk? The one and only issue with dead hard is that a player can auto correct a mistake by dead Harding through a hit. You use it to evade the hit and then vault back over whatever the killer cut you off at. But you are telling me you use it outside the killer's attack range when looping? Because you can't loop properly? Maybe you meant use it too chain 2 lopps that cannot be chained but that applies to every exhaustion perk. You clearly lack the fundamentals of this game and I suggest practising before making game altering forum posts.
Great examples of on demand... Not.
Overcome, Iron grapes/will, brutal strength and corrupt intervention aren't on demand but passive skills. You have no influence of when to use them or rather no option using them out of context. Dead hard? Over a trap, though a killer between loops, dodge a hit, all of that whenever you want at the tip of a button.
Sprint burst is the only perk close to dead hard in that regard but you have to either not run everywhere or manage your exhaustion.
No, i talk to you from the other side. Dodge my hit? Yeah without a pallet or a vault RIGHT THERE i get you in a few seconds and you go down anyway. (That vault you talk about wasn't point of any argumentation until now but good job changing to a specific scenario) But a dead hard to go another round of the loop and being too greedy or trying to chain loops and that also cutting it close, dead hard and you are fine and the killer can't do anything.
And again, no other exhaustion perk can be used as easy as dead hard, either you have to meticulously plan your route for a vault/drop or manage your SB and overcome is not your call to use but inevitable after the hit.
Ehm, remind me again where i mock you anywhere in my post? I don't remember which parts i edited.
And I don't have to improve my fundamentals, i already quit the game in December/January and am mostly here for entertainment on my break at work after the lol forum had been shut down to years ago.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2945102#Comment_2945102
If your problem with dead hard is that survivors use it for distance.. then your just complaining because somebody is better then you. Should a perk exist that allows a survivor to autocorrect a mistake? No, I think that's too much. Should a perk exist too gain some distance in some chase... I mean yeah. That's fine. There are plenty of perks/combos that don't allow for counteprlay. Corupt intervention, tinker (ect) Why is dead hard any different?
An on demand spurt of distance allowing for the chase to continue further for 20 meters?
No other perk is as "on demand" without any real downside like dead hard.
Dodging a hit doesn't do much. The distance gained by the killers hit CD often isn't even enough to make it to another pallet. Also at that point survivor are forced to use or go down. For distance there are not even in danger, they just can be greedy and make another loop before going for the next.
And again every other exhaustion perk has some form of restriction/condition to play around. Being injured isn't like that. Before healing meta came back good survivor preferred to play injured and save the healing time.
Edit: also "better than you" for pressing a button running straight to the next loop and gaining 3eter distance on command 😂😂😂 such skill. Tell me that when they mind game me (not hard) or juke me but not with dead hard in a straight line for it's distance.
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@Icaurs said:
Simple rework, remove the invulnerability. Make it so it its used to gain a set amount of distance instantly, as oppose to evading a hit. The only problem with dead hard is that it is used to auto correct a hit. By taking that away but making it o that it can still be used to gain a set amount of distance instantly it will still be strong, but at least a survivor won't be able to just correct a mistake instantly with E.
And another person that thinks that the baitable hit-dodge is the part that people don't like instead of the interaction-less unbaitable/-counterable dead hard for distance outside of the killers range. 😫🤦
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2944982#Comment_2944982
Well, give pop 10 secs to use it only. The effect would be the EXACT SAME
Correct and any killer that throws a teantum about the 15 seconds is exaggerating. (Just like piruluk with "over nerfed")
Also you still have the full minute to hide and find help.
What's your point?
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2944846#Comment_2944846
The issue here isn't the wiki, it's you misunderstanding it.
Then please explain the individual block arrangement (red) coupled with individual pip amount (yellow) and overall depip/pip/doublepip schematic (green) for each block.
For me the fact ash, bronze, silver, gold and iridescent are called grades and 4-1 are called sublevel plus the arrangement indicates that you can drift up and down inside a grade (exception bronze 4 and iri 1) but can't go down from one grade to the other.
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@Piruluk said:
DS is too weak to prevent tunneling, you will live few more seconds, and cant repair gens etc.
Killer mains destroyed the perk, overnerfed
Except that the effect of the perk is the EXACT SAME as before the last nerf, it only deactivates now if you do anything else but try to not get found directly again and look for safety.
The last change they did to the stun was even BUFF it years ago.
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@Chusan said:
https://forum.deadbydaylight.com/en/discussion/comment/2944876#Comment_2944876
Gen slowdown perks are a requirement. There will not be any map pressure if they are not used and games will finish in within 6 mins.
I know but you said dh is used for a reason.
Normally people that say something along that line mean to say that playing survivor without it is impossible and that it should be made a built-in mechanic.
And then when someone makes the same argument with gen slowdown on killer side, it suddenly "isn't the same" and no killer gen slow down should ever be made basekit.
I just took your first statement for something like that and answered it with whataboutism.
So, sorry if I misunderstood you. Writing is prone to misunderstandings without the intonations of spoken language.
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And the fun fact remains, that most meta perks hurt fair playing killer more during egc than hard core tunneler/camper during the whole trial.
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@sizzlingmario4 said:
If your grade is decreasing at all then that’s a bug. You can lose pips within your current grade, but you cannot fall back to lower grades if you have no more pips to lose in your current grade.
https://us.v-cdn.net/6030815/uploads/M43ECNRVSCAI/image-2022-05-10-053951554.png
(from 5.2.0 patchnotes)
@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2944895#Comment_2944895
I made it obvious when i said "you cant go down anymore"
Its the same at every rank. You can depip but you cant derank, you'll get "brutal killer" when you dont have any pip left.
If that is not true enough for you, go ahead and try it, if thats still not good enough, i don't care anymore
And both of you completely disregard the definition of a grade as shown in the table.
Iri 4-2 are regarded as ONE grade, according to the wiki. So dropping from iri 2 to iri 3 might not be a bug.
Edit: But hey you know what? I have my input and you gave yours.
Either you are right and it is a bug and it will get fixed or i am right and nothing is going to happen. Bye.
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2944886#Comment_2944886
Of course they celebrate it.
These guys love to celebrate inclusion WHEN IT SUITS THEM.
Where was the inclusion for colorblind people?
It took a media frenzy and lots of negative coverage for them to do anything. They then lied about it and said it had been in the works for a while, yet they only had screenshots (WHICH ARE EASILY PHOTOSHOPPED) and it still took them months to implement it.
Never trust BHvR. They've already proven themselves to be liars when it comes to inclusion.
They only care about $$$.
I know and that's exactly my point.
In this case for example, hetero/bi/gay characters in media should be standard not something to expect glory for when you finally include them years too late.
Yeah, the fact that they finally did is good but the neglegence until then makes it not praiseworthy.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2944886#Comment_2944886
"Oh please don't come me with that topic.
I don't care which kind of LGBTQ+ orientation gets represented in media."
Wonderful. I wasn't coming at you. I was stating an objective fact that regardless of a character's identity, the same resources would go into it.
Which is the point I responded to initially that you then commented upon. I am stating that LGBT inclusion doesn't suddenly fire the game coders
Okay sorry, that came across as aggressive but i find this whole topoc way to blown out of proportion. Hence wHy i probably ignored the part in your original post and focused on the development part.
And I think their point is that the creative department that is responsible for lore and cosmetics could do with lower funds and with that they could hire more developers and increase the (subjectively abysmal) efficiency of the development of the game.
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2944862#Comment_2944862
I dont know, im just telling you that it dont go down anymore as a personnal insight since i noticed it a while ago
I dont read patch notes thorougly and i don't have the history of the game known by heart
Then your argument is only subjective anecdotal evidence and isn't helpful for the op in this thread.
Yes, you can't go down from iri1. Your original statement, which is even supported by my "research" (see the complete list at the bottom, iri1 has its own drop safety line).
But you don't know if the downward transition from iri 2 to iri 3, like the op is asking, is no longer possible unlike the indication in the wiki.
So until a dev or mod gives us a official statement we don't know what's true.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2944871#Comment_2944871
And the same split of resources would be put into it if David was gay or straight
Oh please don't come me with that topic.
I don't care which kind of LGBTQ+ orientation gets represented in media.
The only gripe i personally have with this topic is that bhvr presents it as a revolutionary achievement of them and celebrate it instead of take it as a given (which it should be in these modern times).
The self promoting aspect of "look how cool and liberal and whatnot we are" when it should be "took you long enough to go with the times".
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/2944869#Comment_2944869
I think the point they were trying to make is that pretty much all killers except for Demo were human and thus it's perfectly normal for sexuality to be part of their lore, considering they all had normal lives before the entity mutated them.
Well yeah that might be correct but i would care even less about the killers sexual orientation than with the survivors because the entity pretty much erases their old self.
Might be interesting for lore fans but completely meaningless for everyone else. And when now someone comes and tells me that they want to identify themselves with or want to be represented in this game by a certain killer then i would guess that this person should get professional help.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2944843#Comment_2944843
https://us.v-cdn.net/6030815/uploads/BK0LOW74CP8A/unknown-89.png
Good god how do you manage to bring it into EVERYTHING
Well they are all right in the aspect that bhvr uses monetary resources for other teams than the development team aka they could have less creative personal and more in the development department.
Not that it would necessarily help though.
Edit: But to be fair though we don't even know the ratios between personal numbers of different departments at bhvr.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2944860#Comment_2944860
So the human killers are monsters?
Beside the topic but which killer except for trickster isn't a monster in DBD? Maybe huntress but that's it, the rest is deformed and mutated by the entity.
Humanoid yes, human no.
At topic, i would prefer wraith (like in the samination animations) or doc (with his rod 😜).
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2944846#Comment_2944846
Thats outdated
As i told you, you cant go down, whatever your rank is
And would you be so kind to tell me when that was change is supposed to have happened?
Because I went and checked the patch notes for 5.3-5.7 and only 5.5 mentions grades in relation to two issues with one achievement and accidental grade hard reset because of 5.5.1 and none mention depiping or dropping in ranks or grades or anything in that regard.
Edit: Fyi for anyone, grades came with patch 5.2
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I think I found the problem.
This is a screenshot from the wiki page and here it says "grades cannot be lost".
But:
In this screenshot from the same page further down we can see that some grades might be handled separately like for example here "bronze IV" and "bronze III-I".
So you can drop from bronze 3 down to bronce 4 but can drop from bronze 1 to bronze 3.
But all this is to be taken with the fact that this is still a publicly handled wiki and might not be correct.
Edit: here the full list
And I guess the blank lines indicate the drop barriers.
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/2944835#Comment_2944835
Not anymore since the mmr
Now grades dont matter the slightest and you can onmy go up. When you are iri rank 1 you cant go down until reset even if you afk 10 games
I know that it's now only used for the monthly reward and then hard reset but i still think i remember that you only are protected from losing color grades and not sub tiers.
But whatever i already don't play the game anymore and thought of giving my more or less helpful input here 😂
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Maybe don't drain the item but show it's aura to the killer like when they get hit out if the survivors hand?
Either way franklin's is fine the way it is right now. It already turns average survivor into lemmings going back for their item again and again and again.
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I haven't played much this year but wasn't the grade system setup that you can't drop from on color down to another like you can't go from gold back to silver or from iri back to gold but could very much go from gold 3 back to gold 4?
At least that's what I remember. You CAN'T drop between divisions but CAN drop from tiers inside those divisions.
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@Seraphor said:
I've said this before. Distraction points.
500 bloodpoints in the Objectives category for every gen completed when you are hooked and the killer is within 24 meters.
200 bloodpoints in the Altruism category for every survivor healed when you are hooked and the killer is within 24 meters.
1000 bloodpoints in the Objectives category for every gen completed while you are being chased.
400 bloodpoints in the Altruism category for every survivor healed while you are being chased.
They need to be in the Objectives/Altruism categories, because those are the categories you are missing out on when you are tunnelled and camped out of the game, and unable to interact with other objects/survivors. You could potentially max out your Boldness via chases, so any bonus BP in that category would be wasted. And Survival? well you're not surviving, you're being tunnelled out of the game, so tough luck.
Maybe also some extra points at the end when camped if the survivor stays on the hook for the whole duration. In the way of struggling for the whole second stage gives another 1000/2000 points for enduring for your teammates as a sacrificial distraction independent of what your teammates actually do.
This MIGHT disincentivy instant hook suicides against for example bubba's. But at the same time might increase the baiting potential, dunno.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2943614#Comment_2943614
Wait I thought letting the killer hit you out was a nice thing cuz it gives them points.
Not when dodging those hits even with dead hard became the standard. Petty until the end half the time.
Even without any camping or tunneling.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2943460#Comment_2943460
I'm sure it'll be something new if BT for survivors happens. Who knows? I'm surprised more killers don't play with the assumption that all survivors have it anyway. It'll be interesting to see how it changes game play now that they will know it.
As if killer don't already have to play assuming every survivor has bt, DS, dh and/or ub.
But dedicated tunneler/camper just don't care and prefer to eat UB and D's early as to not get bit in the ass by them during end game like the normal/fair/friendly/whatever playing killers get.
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@Rokjer said:
https://forum.deadbydaylight.com/en/discussion/comment/2943344#Comment_2943344
Uuuuuh... But I'm not mentioning the Killer there... I don't understand. The screenshots literally represent my first two minutes surviving SoloQ.
Then maybe specify that in your og post?
One side only sees 5 gens, 1 survivor dead/deathhook and one DC and only think "okay, the killer tunneled and/or camped and I think the DC is reasonable".
And the other focuses on the DC at 5 gens and thinks "yeah, another survivor without spine that DCs at the slightest inconvenience, wrong map or killer".
And both sides will argument for their pov. Without you specifying what grinds your gears everyone will focus on their subjective point of the screenshot.
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And I have just read a thread a few hours ago declaring that the blood web and its mechanic are the flagship or the face of DBD and that many players, mainly veterans, would quit if this "iconic" mechanic would get changes. 😂😂😂
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Hahaha this is one of the most ludicrous takes i have ever read here.
The blood web being the face of the game? The slow tedious unlocking mechanic that the majority is fed up with and they had to speed up already because it is so boring?
Do you think it's like a gacha system and therefore people like it or would quit the game over its change?
Hahaha 😂



