burt0r
burt0r
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@v4lor said:
https://forum.deadbydaylight.com/en/discussion/comment/2210487#Comment_2210487
?
Steamcharts shows monthly peaks, as in ACTIVE players, not "this person launched the game once". Those numbers would be in the millions, so I have no idea what kind of valid comparison achievement statistic would draw to concurrent active players.
The constraints of last-gen console on killer are well-documented, for sure, but (admittedly anecdotally) more than half the killers I face as a PC Survivor ARE playing on console. Not to mention many console players can play on the new gen if they upgraded, so their experience wouldn't differ much than that of a PC Killer on controller, of which I have seen many just on Twitch alone.
Again, though, all you and I are really doing is speculating, which is why I'm asking for developer stats showing an issue that would cause such awful queues with such a huge playerbase.
Yeah I already double checked the achievement thingy and made an edit to my comment. Even the highest completion rate is 51% globally and the achievement to increase your rank by one aka play/win two games (?) has only 49% which indicates for me that half of all players never played dbd in an online trial.
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@v4lor said:
I wait in queue 10+ minutes on Survivor, every single match. Every single match, I get teammates 10-15 ranks lower than me.
I could understand this if the playerbase count was low, but it's not. I could understand this if the matchmaking was ensuring accuracy, but it's not.
Something is broken. You know it, I know it, every single content creator has been complaining about it for MONTHS. Not even just the wait, the wait DESPITE the imbalance.
This is not acceptable. The matchmaking pool is vast. On Steam alone the average playerbase is 40k. Console is far greater. There is absolutely zero reason any Survivor playing with Crossplay enabled should be waiting 10+ minutes for matches so imbalanced with a playerbase this big.
I want a developer to explain why this is happening, please. It has been this way for months with no acknowledgement. I think it's time you said something, ANYTHING, to explain why it's this bad, for so long.
It's nice that you mention the 40k people on steam here. Did you ever check the percentage on the achievements accomplished there? Even easy achievements like reach rank 10 on killer or hit survivor with a special but easy killer power 30 times have a completion rate of less than 10 percent of all players. Of course this stats can be falsified by people that just played dbd for a free weekend and the stats takes all people that ever started dbd even for just one day into account and not just the average 40-50k active players.
Also since you mention cross play, the amount of console players on survivor side that opted in for it may be way bigger than the killers participation rate. Console killer are at an inherent disadvantage given by lower frame rate and the limits of a controller against the precision of mouse+keyboard in first Person gameplay. This makes less of an impact on survivor side so nothing but the screwed console optimization keeps survivor from opting in to cross play leading to a bigger influx of survivors than killer from the consoles making the imbalance indicated by the steam achievement completion rate even worse.
Edit: okay I double checked on the steam achievemtn thing and I would say that those stats really take any person that ever tried dbd on a free weekend into account because even the highest achievement completion is only 50% so every other stat might have to be doubled to represent a correct portion of the player base which would lead to the above mentioned 10% to become 20% and that would be a correct value for a 1:4 ratio.
Fun fact here while the legendary killer achievement (reach rank 1 on killer) has a completion of 4%, legendary survivor also has only 6,3%.
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Well they are basically correct. Online anonymity brings the worst in people to light since noone needs to fear much consequences.
And games like dead by daylight, overwatch, league of legends, rainbow six siege, rocket league and so on in the genre of online team based pvp are of course aimed for fun but also susceptible to the behaviour of the individual players and even in games like fall guys you can find people more aiming to be dicks by blocking others than finishing a course as soon as they know they will make it.
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@realflashboss said:
The stats of anything just show that the change wasn’t needed.
The escape rate was the same even with ‘60s of invincibility) - ever heard of slugging or lunging at the person on a gen!? 😂
Oh please you can also put it the other way around. Survivor manage to escape at the same rate after the nerf as before, so the nerf was not too big 🙄
With over averaged stats without proper differentiation and parameters everyone can build their own narrative around them 😑
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/2201045#Comment_2201045
If Camping is a weak strat, why are you complaining? LOL
Is it so difficult to keep doing gens? You know that devs will not do anything against this issue because it is a VALID strategy, just like genrushing 😁
I would say it's the other way around. The devs declare camping and tunneling as valid because they have no idea how to solve the problem without either providing useless measured that won't satisfy survivor or stripping player choices from killer and in consequence piss them off.
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Isn't the term written like that "good gameZ" simply the long firm of "gg ez"? (I can't think of another reason for the z there)
If yes, then I would say the filter works since the short form of the phrase is nothing more than to rub a loss for the opposing side deeper in.
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Ehm am I going crazy here? The title of the threads contains frustration AS the killer while the post is about survivor being the more frustrating role due to bleed out slugging? Then follows a more or less useful discussion about both sides being stressful depending on if the commentator only read the title or the whole post, a dev reminds everyone to stay civil just for the sake of it without anything insulting or aggressive until that point and lastly on the second comment page it suddenly noed is focus of the comments as if those were from a completely different thread? Am I missing some connections here or is this whole thread kind of strange?
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/2198311#Comment_2198311
It's gotta be, but that's BS. I was staring at a wall, and just heard the click and boom- blinded. Absolute shite.
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/250690/how-do-i-get-blinded-from-behind
The blind angle is wider than the killers fov. Face a wall to avoid getting flashlight saved. They can't blind you if you face walls while picking up.
I love it when people don't read the discussion (even short ones like this) and either post about already discussed points like here or double/triple/quadruple/.... Stuff.
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@MadLordJack said:
Yeah, but mostly I check friends lists. I'm always curious to see how much SWF was in a team and, although its not accurate now that crossplay is a thing, it's still nice to know.
Edit: it's also a thing I do as survivor, which is why I'm fairly certain I get matched with an uncommonly high number of 3-person teams.
I do exactly that to but don't mind it really or rather forget it in the heat of a trial.
Fun fact, the Saturday session i already posted several times about on this forum, by now 3-4 weeks ago:
15 games
10/11 times 3 men swf +1
1/2 times 4 men swf
1 time two 2 men swf
and lobby of full console
My rank then comfortably drifting around in green after a longer break against mostly purple and red (the console round being full skilled! red rank, I got one or two hooks all game XD). On PC, in Eu, from 7/8 pm until 1 am.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2196289#Comment_2196289
I don’t blame you. I thought they were supposed to fix his collision but it never got any better.
Yeah it feels great heading for a tree stump or something dead center and upon collision it goes "fwip" and you slide of that object as if blight bathed in olive oil.
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I still have my daily from Saturday for 4 blight downs. I was on swamp and damn if I didn't either slip of half of the objects there or got stuck on corners. Made me so frustrated I didn't play blight since then.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2193901#Comment_2193901
While that's extremely true, it doesn't hurt to at least give it a shot. People can get impatient, you can never change that. It's built in our systems, but looking at someone's impatient request and backing down allowing for issues like these to get away isn't worth it. In the long run, it might hurt a bit, but the healthy changes will allow it to blossom and hopefully overcome these issues. But, again. You make a phenomenal point, I just don't think that it's enough to warrant an excuse to avoid what would ultimately be the right thing
You are also right but the devs are too scared to care about the long term and don't look far into the future. Or rather than the devs it's the management of the company. They behave like Ubisoft, ea or activision in trying to spit out new shallow content in the shortest amount of time to generate profit (another cod, assassins creed, FIFA or battlefield with minimal changes to the gameplay but setting and plot). Every 3 months(?) A new chapter and in between a bunch of useless cosmetics.
They should look at other long-term games like wow, lol or r6s (Ubisoft I know but hey) where the team behind it did some amazing and sometimes drastic changes to the game to keep it fresh and help it's health
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@Sadiii said:
Whatever happened to MMR or "Skill based match-making" as they called it? Was the exact situation not meant to be addressed as a result of it?
The problem is that something like this normally needs half a year+ worth of time to pendle itself out and they would need to implement something to protect newbies at the beginning. But the acclimatization time alone would annoy people so much that behaviour would get scared and roll back the SBMM like they did after their first two trial runs lasting on day each.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2193815#Comment_2193815
It's because they're a hardcore Nurse main that only plays solo survivor.
And it's interesting you bring up OhTofu, since there's actually a vid showcasing Sluzzy's survivor playstyle on his channel.
And that is the big problem pro league worthy killer gameplay (on the best killer exclusive too maybe) against the average rank 1 soloQ mixed bag experience on survivor.
No wonder their view on the game is biased when they compare the best against the worst.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2193815#Comment_2193815
Sluzzy's stats are nutty that's the thing.
The problem is they compare top 1% killer gameplay with nurse exclusive against the average soloQ game with mixed teammates from their own experience.
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My first idea to make key color have any impact on the top of my head. Of course this is broken when all 4 survivor would bring a pink key and suddenly 16 keys would have to spawn randomly on the map XD
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2190927#Comment_2190927
Map:red forest. All survivors spawn other side map on 4 different gens. You spend 20-30 seconds just crossing the map. First hit takes 20 seconds. Second hit takes 20 seconds. Hook takes 10. Congrats you have less than 10 seconds to stop a gen. You don't you just lost 3. And survivors will be coming for the one that had 30 seconds on it (the first survivor you chased). *microphone drop* (obviously the other guy was exaggerating but this is actually a very possible thing that can happen and is the primary reason big maps are unbalanced) killer skill has no play here as the chase average is normally 20 seconds or for most killers is actually longer than 20 seconds. You get that amount of time already normally by just holding w after first smack. Like im a pure 50/50 with so many hours on survivor and i just laugh at how timecrunched a killer can be if all the survivors just split up.
∆This
And with this in mind
@Grandpa_Crack_Pipe said:
The beginning of the match is when the killer is at their weakest.
The end of the match is when the killer is at their strongest.
RNG exacerbates this, but that's how it always is.
Sorry but what I quoted above you is the norm against good survivor and many people on this forum (i think you included Grandpa, in a later comment here) say that once survivor have finished 5 gens the killer already lost and many say they don't deserve any kills after that point in the game because they already lost.
So in an admittedly stretched conclusion killer will be at their "strongest" in the time survivor do 2 of the remaining 4 gens on the map plus 20 seconds to prime the gate.
Sorry but this is the reason not many like to play killer anymore. It is pure stress to Race against a clock set by the efficiency of the opposition coupled with being on edge the whole trial.
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@Beaburd said:
I'd be okay with them only allowing one survivor an escape per use, or only opening hatch during end-game collapse.
If it's after the exit gates are open, I don't know what the point to them would be and they'd likely need a rework.
I don't know if this is again a problem with your wording but egc and "after the exit gates are open" are the same thing except killer can start egc by closing the hatch irc.
And to your point of them having nearly no point, Moris don't have a real point either. (Btw I never use moris since everytime I do I get survivor way above my skill and already won't be able to pull them off even before the nerf XD) They are simply a kill animation alternative to the third hooking of survivors. Depending on distance to a hook they even are more time consuming and therefore hurting the killer efficiency wise. The only positive is that they deny any attempt or perk assistance for a last save.
Of course keys would have to be made into an offering too if their usefulness would be downgraded this much. Something like an offering that lets 1-4 keys appear on the map in some form and the can be picked up like event specific items like the halo or lanterns but without highlighting particle effects.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/249951/survivors-are-toxic-asf
That behaviour is toxic of course. Tea bags at the exit is not very polite (unless killer had tunneled and facecamped; in that case is more than correct).
As survivor if I wait for the killer at exit is just for hitting me last time. I don´t think most of the survivors are toxic. I think most survivors are nice, specially with no tryhard killers.
Keep going. We need more killers in game, man =D
I would strongly advice against waiting to get hit out of the exit. A hefty percentage of survivor (I don't have any number but it is extremely noticable) take enjoyment by even dodging this last attempts to get points by narrowly evading into the exit after baiting the killer with tbags.
Another thing is that I think survivor should immediately be sucked out the exit if all full health survivor are inside the exit. There is simply no reason anymore to stay in the game unlike when one survivor is still hooked by the killer for example. I can understand when a survivor does not ready up in the pregame lobby due to being afk during the long waiting time. But nearly every game I either have to wait out the full egc (which gives me time to break doors/pallets or spam my power for points at least) or take the last humiliation by survivor when they show their "skill" slipping into the void to deny my last attempt at some points.
Again I would advice nie survivor like you to simply exit if their is nothing more to gain but a few boldness points for you. Many killer won't show up at the exit and you leaving might be an incentive for the "lurkers" to also stop their behaviour.
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@UrbanEvasionGamer said:
I don't think teabagging is toxic. If it's getting to you, maybe you should log off the game? They earned the right to teabag when you didn't play well. It isn't toxic at all, just the survivors having a bit of fun. I never understood why people get so angry over people pressing the ctrl key or clicking their flashlight. It is just a game, after all.
As for the matchmaking? Welcome to DBD. You'll never learn anything unless you go up against people better than you. Take it as a learning experience.
It still is the equivalent to rubbing something in. In this case mostly the sentiment of "haha, you can't do anything to me right now!" After a dropped pallet and in the exit gates. It is nice when you and other people are able to not let this get to you but it remains a mean to aggravate the opposition just like killer nodding after a down or hitting someone on the hook in the spirit of "haha I got you now!".
Of course there are survivor that crouch spam just to communicate in some form but like always the bad examples set the overall tone and meaning.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2191534#Comment_2191534
Sorry, good catch. I punctuated that horribly and the wording itself can easily be read to mean the opposite of my intentions funny enough.
It should read:
"You should be able to trade kills unless you misplay, by hitting the savior before the unhook"
With the intention being to communicate that you can trade kills by hitting the unhooker before and after they hook, thanks to the animation delay. That is the proper play, unless the killer messes it up.
Thanks for the answer. The original wording got me really confused and wondering if there is another trick is simply didn't know 😅
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2191342#Comment_2191342
12 seconds allows the killer to run 55.2 meters.
If the killers is so adamant to tunnel them down, they still can.
You can argue that 48 meters is enough to get to a strong tile-set, and you're not wrong. That's part of the whole concept of the perk in giving the receiving survivor a chance to play the game again after having been removed from it from however long they were on the hook.
I still don't see the issue with this.
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Maybe the fact that it can guarantee a free escape during end game collapse?
But in that scenario, you have nothing to do but camp the hook and therefore you should be able to trade kills unless you misplay by hitting the savior before the unhook, and again after.
I have a question to your comment? How is trying to hit the unhooker during egc before and during/after unhook a misplay or rather what would the correct play be? Are you suggesting going for a grab, which are broken since dedicated server? Or is there a strategy I can't think of right now?
Honest question. no sarcasm, irony or anything intented.
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Maybe just post this with video evidence in the bug section of the forum on the off chance that you might be the first to encounter this. Or at least check over there.
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Well that is how the game is at this point. Played Saturday 2 weeks ago 15 games. 8pm to 1am in Eu on PC. 12 games were 3-4 men swf (checked profiled but I have the policy to never dodge), one double 2 mens, one pure console symbols and one all solo.
Rank/skill wise all over the place. Many red/purple as green rank myself but the solo lobby was ironically pure red rank.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2181446#Comment_2181446
And again, I don't mind.
It'll give me an idea of where you are at skill wise and how best to advise you.
I wouldnt put too much energy into this if I were you pulsar. From my perspective it seems this guy simply had one too many insidious camping bubba's coupled with noed and got tilted so he hopped on this forum. He didn't give you any additional perks or things that are "op" in his opinion (even after asking three times from your side, only brushing the topic aside with the explanation, "it has been said here already often enough") because only the things already mentioned made him come here in the first place.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2180495#Comment_2180495
I see where you're coming from, but there's no way of removing comms from DBD without killing the game. DBD also would not have a party system if the devs expected players to never be able to communicate with each other. I actually can't think of a single game with a party system to forbids or even discourages voice chat.
Comms and SWF have been part of the game since shortly after launch, just like the default FOV. It's sort of the nature of the beast at this point.
I know that they can't do anything about it but give solo some form of communication options to elevate them to swf level to buff killer accordingly.
But just like you said other games are not asymmetrical.
And lastly it was more meant as an advice to not give people this point as leverage to start the us vs them or rather the killer vs swf argument.
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@[Deleted User] said:
”Killer FOV needs to be low or they would have too much information.”
Shadowborn exists and no one uses it unless they physically need to. Please don’t make the “Shadowborn OP” argument.
Shadowborn uses up a perk slot. If you could get Shadowborn for free just about every killer would use it. It's more than just a QoL feature because a wider FOV does give a distinct advantage while playing killer.
“Higher FOV eliminates survivor jukes like corner hiding, window techs, and spins.”
No, it doesn’t. It’ll be harder, but not impossible. Strats like these aren’t really essential to the gameplay anyways, and survivors still have many juking options.
I wouldn't say strats like these are essential, but they add lots of depth and variety to survivor gameplay. They are much more important to the game than killers having a wider FOV without using a perk for it and you unfortunately can't have both.
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Have you tried other methods of mitigating your motion sickness while playing killer, like sitting farther away from the screen and turning down graphics settings?
Most games nowadays, even competitive ones, have FOV sliders, but FOV sliders in a symmetrical game do not give one side an advantage. Adding a FOV slider would have balance implications in DBD because it is asymmetrical and only has a first-person camera on one side.
I wouldn't bring that last point regarding balance otherwise people could use the same point against swf being able to use coms which only give an edge for one side.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2180413#Comment_2180413
Matchmaking is certainly an issue, and no matter what method they use to calculate it, SWF is still OUTSIDE of it. I suspect that is why we still don't have the new skill based matching implemented. It has no way to account for SWF.
Yeah pretty much. They would have to set the bar higher for different swf sizes and give them a fixed amount of mmr points to compensate but that would either leave teams like your people without competitive communication behind or not compensate enough for those people that make non stop shot calls.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2180372#Comment_2180372
I think it provides a competitive edge, but it isn't questionable because they have stated it is legal. My views on SWF are a matter of record. I think they need to be in their own Queues or Killers should have an additional Perk slot unlocked when they pull a 3+ SWF to help offset Comms. Me and my own, we will talk on Comms but our rule is not to talk about the game. We might discuss football, movies, etc. but no calling out the Killer's position. That is a personal choice. I don't expect others to do it, nor hold them to our standard.
I do hope the DEV eventually either unlock a Perk for Killers facing SWF or add additional Objectives because SWF are hurting SOLO Players far more than they are hurting Killers. To put it simply, Killer players adapt. I fight SWF pretty frequently and at my level, many of them are well-coordinated and fully loaded out. I do ok, but I'm also insanely competitive. The problem is that while Killers are adapting to fight the competitive edge SWF bring to the table, the Solo are now thrown against Killers who treat every game (because they can't be sure until it is too late) as if it is a SWF. It causes a lot of misery for Solo Players and it isn't the Killer's fault. :)
If I knew when I'm facing Solo versus when I'm facing SWF I would play appropriately. Since I don't, I have to assume the worst.
The problem is not only swf vs solo but also the skill difference at red ranks. The scale is bad solo -> bad swf -> good solo -> good swf. And all this combined at rank 1-4. Thanks to what I compare to other ranked pvp games gold to grandmaster rank stuck together.
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@jester20k said:
Sad play. Imagine if you could tell who the killer was and they had doctor on so everyone used calm spirit and he switched at the last second. It's a douche move. Personally I don't let survivors items dictate my build, but that's a dick move and if you need that for an advantage I don't know what to say about you. Not much.
Don't make us remember the dark times were this was doable. People could check the temp data in the game folder during the lobby and find the used killer. This lead to killer last second switching at some point. There were even two selfmade programs grabbing that data and displaying it faster. Until behaviour managed to successfully encrypt that data (took them two or three tries).
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I hate last second switching with a burning passion. I don't care why you do it and in which direction from tryhard to normal or the other way around. As soon as I see 3-4 people do that they lost their chance of having a normal game.
They can enjoy 5minutes m1 simulator with a killer either uselessly roaming the map avoiding all contact or blaiwitching it up in the basement (while I get something to eat or make a trip to the bathroom or even come here and check up on the newest posts).
I won't give them a fast rejoining in the queue by dodging the lobby (which I categorically never do). If only 1 or 2 do it I will remember their name and character and interact with them as little as possible while playing normal with the other two (maybe akin to tunneling them) and stop all interaction after I got the non switcher to death hook aka I got theax amount of points for me without killing anyone because I don't want to kill the non switcher and won't try to kill the others in case they are better than me and I will only end up feeding them points.
And to @AVoiceOfReason , independent of your intention with this post, you are promoting this tech for other swf and especially survivor only player that didn't know of it and will maybe adapt this in reverse to tryhard against killer. Similar to promoting a tech using a certain bug, glitch or whatever.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2172484#Comment_2172484
Still not gonna answer after all that, shame I was looking forward to playing with you, I really didn't expect you to be do adverse to just giving an honest answer especially after you demanded a match from me.
Also I'm not sure what you want when you say to prove my assertions about camping,
If youve forgotten why I think camping should be removed I told you as clearly as I could that camping should go because it's boring. My evidence go support that is me feeling bored when I was camped. I believe you will find similar feelings of boredom from others on this forum if you need more than one person to tell you it's boring.
Anyway I await my answer
Damn you sound much like a lawyer here in this discussion rambling on fixated on his point about the mori while it was 1 point on a list of 5.
If he hadn't "accidently" put moris in this listing (as they are the effect of an offering, perk or killer aka a built in game mechanic in contrast to the other 4 points being tactics and therefore players choice/agency) you would have absolutely no ground in this discussion anymore. But you are milking this point for all it's worth.
To your question about abuse of making camping completely unviable with your suggestions. Let me start by reminding that when survivor learned that they could effectively destroy hooks (and trappers traps) permanently, full Sabo builds became meta. A time which also made killer aware of the potential of slugging and especially 4 men slugging.
So for my scenario why your proposal might lead to abuse has to use a 4 men swf at first since coordination among survivor is possible but not the norm. One survivor is hooked and a second is designated to be on generator at all times to progress the game. The other two stay in viewing distance to the hook and hover in the area so the killer is aware of both their presence. The survivor have all the time in the world here to wait while the 4th person can finish the, in worst case, 2 gens (often 3 gens get done by the time the first survivor ends up on the hook in average games) and prep a gate if not both to 99 (if the killer would stick to hardcore camping which in itself is really undesirable). The only option here for the killer to break this stalemate is to let himself be lured away knowing that either a save will happen when they leave or if they return the other survivor will simply avoid a chase and the timer will stop once again. Every attempt to defend their kill will stall the game and the survivor have no pressure in any form and can take their time to try saving their teammates. This takes any form of choice from the killer and puts it all in the hands of the 4 survivor.
Now you might say not everyone plays in an swf but i played 15 games as killer last Saturday evening (region Eu, playtime 8pm till 1 am, on PC, cross play enabled) and 12 of them where against atleast 3 men swf (checked their profiles but I don't dodge for anything and actively avoid applying any of the tactics discussed here), one was a complete console lobby, one was two 2 men and only one with no indication of any premades. This just to the point of the frequency of swf, i lost many but also stomped some thanks to the matchmaking being all over the place.
My point being that swf will show that my scenario will be effective and just like permanent Sabo will slowly but surely be adapted by the masses.
Lastly I wont be able to answer anything until later today since I will be on the road and help my parents renovate, so maybe in 12 hours or something.
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@Aimant said:
https://forum.deadbydaylight.com/en/discussion/comment/2171343#Comment_2171343
I know. But at least would be better to have a chance to loop when there's no more pallets left or something.
Honest question, what do you mean here "have a chance to loop"? How long? Until the killer gets annoyed and leaves or all gens get finished? When is looping done long enough to be called successful?
This all boils down back to the 1vs1 against 1vs4 aspect in my eyes.
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Maybe change bt so that it gives survivor the spirit treatment. They get endurance invisibility and no collision for 10 seconds after an unhook. But disable it in egc.
And maybe IF there is some from of possibility to determine if the unhooker is just doing a stupid play, let them get injured in the process as an additional incentive for the killer to ignore the freshly unhooked but that would make the perk not desirable.
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@Nos37 said:
Before they nerf keys, they should fix (prevent) exit gates from spawning 3 tiles apart on the same wall.
I don't really get why they can't implement a code segment which prevents exit gates from either spawning on the same wall or straight opposite sides of the map. Maybe a fixed distance from each other so different map layouts don't mess with the above and deactivate those lines of code on indoor maps like lery's, midwich and so on were gates are predetermined.
But the answer to all that is probably the outdated mess of a spaghetti code they use and makes the implementation of additional things a huge headache for any programmer.
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Cross play on or off?
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@Kira4Evr said:
Am I the only one who actually gets people with the same rank colour as me(red?
The thing is that red ranks are the equivalent to gold in games like league of legends. Meaning it is nothing more than a time investment and a dead end for everyone else since they will all end up there but can't advance further with their skill.
In comparison to other games red rank is the mix of everything from gold and upwards. This means that over time most people that dedicate enough time into this game will end there so red ranks make up a huge part of the player base and everyone below red will end up getting matched with them due to number imbalances.
So the chance for red getting matched with red is way higher, atleast for killer.
The biggest problem then is that the amount of killer in red rank is in no way enough for the perfect 1:4 ratio and survivor end up getting matched with everything from yellow to red rank killer depending on their queue times plus the usual messing up of the algorithm in between.
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4 stacks of bbq and as close as possible to 32k bp. It gets either annoying when there is atleast on god (better than me) looper and I can't even get all 4 stacks or when survivor catch on that I avoid killing them to give them more time to play (slugging instead of death hooking a survivor that has been hooked twice) and take their sweet time to get generators going. Then they get their third hook.
0-4k? Don't really care but leave the gates once they are open instead of waiting the full egc to get an audience.
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@NVerde said:
https://forum.deadbydaylight.com/en/discussion/comment/2163616#Comment_2163616
I honestly feel like there should be a 'Block being unhooked' button because I get so fed up of being unhooked right in a Killer's face (only exception to this is if I am literally about to die but it's usually done when there is PLENTY of time left on the meter). It's incredibly frustrating to have been hooked, get unhooked in their face and then insta-downed and it's so unnecessary 99.9% of the time, but it's entirely outside of your control and I hate that.
If the survivor who did it is also on Xbox I usually send them a message afterwards along the lines of "Please don't unhook people in the killer's face in future" and if I get any response at all it's usually abusive or something like "I'll do what I want."
Don't understand the mentality of survivors who actively do detrimental things to their teammates.
I made a perk proposal in the past "Not like this" when a survivor tries to unhook you, you can resist and kick the survivor. That in itself is sadly abusable to grief survivor going for a normal save unhook. So maybe they should make it like the overhauled bt and killer proximity based. If the killer is in x distance you can resist the unhook attempt to not notify the killer. And make it Basekit, perk based solutions are not the final answer.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2164874#Comment_2164874
Definitely agree.
i don’t wanna go back to button mashing. Ever.
but the bloodpoints shouldn’t be missing as they are Survival points, which are already hard to get (except for the 5K that you only get when escaping)
The skillchecks should just give 100bp each and a fixed number of 10 should appear. Also they should give more passive bp like boldness points when the killer is in camping distance during all hook stages.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2164459#Comment_2164459
Great job on missing the point COMPLETELY. If it was 4 randoms... I can see why the person went into second phase. Instead of everyone running off gens - people tend to finish their gens and see if someone else goes for the unhook. THAT was my point - and what I said. The only mention of SWF in my post was to state that I rarely SWF and that as a MAINLY SOLO survivor - I was explaining my thought process.
Sorry even the MENTION of the word SWF triggers you so much. NOTHING in my post was about what SWFs do - it was about SOLO survivors. I'm sorry you failed to comprehend what I thought was a very simple use of the English language.
"NOTHING in my post was about what SWFs do...." - Maybe, but you started your post with "Or they were 4 randoms".
This implies that either op or any comment made the assumption that the game op was talking about was versing a swf, which noone did and you brought into the discussion.
So, from my limited comprehension (according to you), you were the first and only one starting to make this another solo vs swf discussion, which is the same type of annoyance like whataboutism in threads about killer or survivor only side mechanics which often end in a us vs them argument.
And back to the point at hand, the fact that the other 3 survivor let the fourth go far into second phase can either mean coordination from an swf to leave them or the assumption of all separate survivor, that another one might go for the save (which normally ends with multiple survivor go to check). Therefore, in my eyes this argument is no real indication on the make up of the survivor team.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/247435/what-do-you-believe-gen-rush-means
Or they were 4 randoms - and the three safe ones just assumed one of the others would grab the hooked person and stayed on their respective gens. When I play survivor I rarely SWF - and if I am even 25% on a gen when someone gets hooked - I stay on my gen.
Great job completely Missing the point. Noone, really noone, neither op nor comment mentioned swf in any form before your comment.
The issue is the speed of gens and the definition of tactics o the survivors doing them.
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/2155775#Comment_2155775
*Gently places hand on survivor's shoulder*
You can get through this.
Your friend, though, is mine.
I envision the killer attempting to give the survivor a shoulder massage but they get spooked and run away. Makes for a hilarious mind picture with some of the bigger male killer like shape, doc or demi.
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They don't, for either side?
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Solution: Constantly remind yourself to NEVER buy outside of a sale. Works for me on skins in league of legends and steam.
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@SleepyWillo said:
All exhaustion perks give distance. DH gives arguably the least and it the most janky out of them all. I dont know why new killers are having such an issue with it tbh...
Maybe because it is the one available on demand? Lithe needs a vault, balanced landing a drop-down and sprint burst needs the survivor to walk until needed and is way easier baited simply by walking up to them.
The janky aspect is only applicable on dodges of either hits and/or killer powers and yes that aspect is not complain worthy. The point most people hate is when a survivor that is only a lunge distance of ahead of the killer in a chase and simply has to press a button on demand to make it safely to a pallet. Their is simply nothing the killer can do without a ranged attack and resetting a chase with only this much effort is annoying and frustrating.
And yes I know killer have bloodlust. But that is neither active on demand and it gets cancelled on every pallet break.
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@Kira4Evr said:
I have no idea why killers complain about Dead Hard. Most of them are just saying "It has no counter if u use it for distance". I mean, have you ever heard about The Spirit? A killer with a power that has no counter, you're only lucky IF she makes a mistake. And also, you can use Dead Hard once per chase, and it has a cooldown of 40 seconds, you can use Spirits power multiple times in a chase.
I can agree that Dead Hard has no counter when you use it for distance and that you shouldn't be able to Dead Hard over Beartraps. But I don't really think killer mains can complain about Dead Hard because they think it's frustrating when they have The Spirit on their side.
Being prohibited to complain because of some potential is not really a valid argument. I Play spirit only when I get a daily or rift challenge for her and otherwise avoid using both her and freddy thanks to their stigmas.
So do I have the right to complain? Or am I included because I could potentially use them? If yes, then one could make the argument that absolutely no survivor should complain because they ALL have the potential to play in a coordinated swf with coms to play at maximum efficiency.
Like I said using potentials as arguments is pretty pointless.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2146057#Comment_2146057
Really? I've only seen tunnel to mean going after one survivor to the exclusion of all others. What other definition have you heard?
Most forms of hitting the last unhooked survivor.
But the situation can often be that the unhooker is better at hiding/fullhealth (not making noises of pain) or does not protect the unhooked.
Also when the killer chases a survivor to a hooked survivor and decides to hit the freshly unhooked instead of risking to hit the unhooker twice (only to get bodyblocked by the unhooked who might be protected by borrowed time or decisive strike).
Edit: It has a similar loose definition. But yours in terms of ignoring any potential hits on other survivor (even presenting themselves to the killer) and focussing one survivor until death would be the most fitting.
Btw my Definition of gen rushing is also either the coordination of load outs to toolboxes with brand new parts and using action speed ups like proof thyself or the ignoring of saves and healing for the sake of gen completion.
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Animation Lock trump's blind or pallet stun.
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@DemoFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2141549#Comment_2141549
Rank 8, 3 Pips. Been stuck there for a while due to some... interesting matchmaking.
Red ranks are partially the norm from green ranks upwards. The sweaty/streamer part is simply bad luck.
I am rank 12 (14 after that session) and got 12 of 15 games on Saturday evening red/purple mixes and the same ratio of 3/4 men swf vs solo/duo. My bad luck was that 2 of the non swf groups were pure rank 1 so i still got stomped with my casual survivor friendly Playstyle.