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burt0r

burt0r

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  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2138681#Comment_2138681

    To translate this:

    'I dunno how to actually effectively play my character in dbd so I resort to camping'

    Camping, tunneling and slugging are a clear sign of lack of skill and unwillingness to accept a loss, and unwillingness to learn how a killer works.

    And that you get a minus on points is not punishment enough. By all means, the game CAN tell when someone's camping or actually doing other things around the hook (tested it). It can tell if you are looking for a survivor, if you kick a nearby gen or palett etc. it can tell if you proxy camp of if you are searching the area.

    So the game could e.g. stop the hookprogression if you're camping, and even move the survivor to the exitgate if you're still camping after the last gen's done. It should do that. If you feel the need to e.g. do basement bubba, tough luck. no kill for you.

    The game would be a lot nicer if all those that would throw a tantrum over such mechanic would bugger off.

    I don't know how you tested it but I make it a point to "RUN AWAY" from hooks as killer if I don't instantly see a survivor to chase and still i get sometimes cuts on my emblems with the note hook vicinity.

  • The roar alone is enough to make me not play him anymore. It simply annoys me to hear it 50 times (exaggerated) in one trial.

    Strangely I have no problem with nurses screech, doctors laugh or even demos roar. Clowns coughing and the voices during corrupt purge on plague are also irritating but not to the degree of billy.

  • Damn you are generous. The fake angry defending made this bait exponentially worse.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135100#Comment_2135100

    Third make her move at 20% movement speed. 

    This comment really gives it away, not even an entitled person who is very biased would say something like this.

    I was done at the rbt exploding into confetti part and stopped reading. Way too obvious. Your pallet one was way more sophisticated.

    @DrJohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135101#Comment_2135101

    Dude stop defending Ubisoft and their op killers. 20% is fair because she can throw hatchets at survivors.

    And at this point the bait goes from bad to sad. 😑

  • @Hex_Llama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130654#Comment_2130654

    This is where it's interesting, though. Because, if you slug all four people and refuse to hook them, then Team Survivor can't do anything to progress or end the game. Team Killer can, because hooking people would progress things. So, refusing to hook anyone once they're all slugged could be holding them hostage, from that point of view. I'm not sure whether the fact that the game will end on its own makes a difference.

    In my eyes there are only two cases of definite hostage situations that can only be resolved by either the victim dcing or the other side stopping the hostage situation.

    Survivor can take a game hostage by refusing to advance the game state by either all hiding (Unrelated if it's the last two survivor hiding for hatch or all 4 during the trial, while the latter is indicating a bad killer) or up to 4 survivor chosing to swarm around a surrendering killer instead of ending the trial.

    Killer can only take a game hostage when they trap survivor in a corner or a one-exit-room. But you have to differentiate two cases here. The killer can either hold the game or individual survivor hostage. Case 1 is when either the last survivor/s is/are bodyblocked into a corner or said room. Case 2 is that several other survivor are still alive and can progress the trial. Case 1 is a clear able offense while case 2 is more in the category of grieving.

    Bleed out timer just like egc Bodyblock situations are not holding the game hostage in my eyes since forced end is given by game mechanics.

  • I also had the suggestion of better hiding spots like when a totem spawns next to a tree it visible on roughly 75% of all sides. Let it spawn inside for example a tree with a little alcove so it is only directly visible from 25% of all sides and to balance it let all totems glow a little out of the alcove, like the red stain, but not too obvious.

  • I upvote and comment to push this. Let's try to get attention to this before it vanishes into the feedback and suggestion abyss where not many will see it.

    (Still would be the correct forum category to post it there.)

  • That's not true and you know it. Yes swf opens the possibility to use comms and gain a massive advantage of 10+ info perks for free. But not nearly all swf do it to an extreme degree. There are people talking about their day and the weather but also max efficient group making every second shot calls. But generalization does not help here as much as anywhere else.

    Edit: Swf does not increase the skill or efficiency of survivors but opens the potential for that. Not everybody uses it and when to extreme varying degrees. But yes at the high levels it is an unbeatable unfair advantage with no equivalent on the other side.

    But that is why the devs should make all information perks that get substituted by coms base line and buff killer accordingly.

  • @Mineguy said:

    I don't know if I'm alone here but I'm bored. Yeah we got a new killer and a new survivor but...its still just the same. I see no tricksters, no new perk builds to face. Still the same boring stuff like the last months.

    Oh what will the killer have? Ruin? Undying? BBQ? Pgtw? What a surprise.

    Oh what will the survivors have? Iron will? Ds? Unbreakable? Dead hard? Spine chill? What a surprise.

    I know the game gets new content but still it feels a bit more boring then in the past?

    Well that's what happens to all games over they years. League of Legends, rainbow six siege, wow, overwatch and so on. It is always roughly the same with some new characters and maps. Of course dbd is a more extreme case since the basic gameplay has no variations and is the same since release.

  • @L4zyKeen said:

    I play on console. I do it to say good game.

    Just as an advice, it will never come across that way. Spamming emotes or interactions already has a stigma of being meant as a taunt/gloat or the like. It is done in many if not most online pvp games with a negative intention so nobody will take it otherwise even if people say it doesn't bother them.

    Btw gg is also by now in parts an empty phrase. I started to play a little more again in the last few weeks and 90% of "gg" were when all 4 escaped and I sometimes didn't even get my 4 stacks bbq (my personal goal). Never when I 4k and only sometimes in between. But tbf the amount of gg's or any kind of aftergame chat interaction dropped done to nearly zero in terms of any kind of aknowledgement or toxicity.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128162#Comment_2128162

    It's admittedly a very rough metric. It's a 4v1 game and in theory 4 survivors should be about as strong as 1 killer. So, I value the killer's time roughly four times as much as an individual survivor's time while all other survivors are alive. Another way of thinking about this is that 4 survivors could repair 8 seconds worth of gens in the 2 seconds it takes a killer to damage a gen, so I want to be pretty confident I'm getting a benefit of 8+ seconds' worth of wasted survivor time if I'm going to kick a gen.

    You've determined that a killer should almost never be kicking a gen before starting a chase a survivor. I agree :) The only real exceptions would be highly mobile killers running Pop.

    That's the thing, the 8 seconds of gen progress from the survivor is still 4 times more worth than what the killer can do. With basic gen regression it takes 32 seconds to undo 8 seconds of progress. So one would have to kick a gen and keep it regressing for over half a minute to get value out of it. 24 to be correct since the fourth survivor is running away and not working on a gen (in case the killer was chased of a gen and the killer didn't kick a random gen).

    And yes, atm it is unadvised to kick a gen without pop. But the fact that survivor also needs only 1/4 of the time to stop the regression of what the killer needs to start it is only adding to that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128000#Comment_2128000

    It only takes 2 seconds to kick a gen, and that is certainly worth the 15 seconds of repair time in your example. It can also waste survivor time by pulling a survivor off a distant gen to try to finish a regressing gen with more progress on it. Keeping the progress on a gen lower can also potentially open up that gen for more regression later in the game, such as from Pop. Then there are the tracking benefits, as you can tell if a survivor has been on a gen you kicked. And, last but certainly not least, there are lots of perks that give additional value from kicking gens.

    I would say that survivor time is roughly 1/4 as valuable as killer time, though; as in, if you waste 8 seconds of time for one of the four survivors it's probably more equivalent to 2 seconds of time for the killer. So, as killer running no perks related to gen kicking, I'd typically only kick a gen if there's a good chance that a survivor won't be back on it in the next 32 seconds. This will obviously change in some situations, though, like if I'm running kick-based perks like Trail of Torment, Pop, Dragon's Grip, Oppression, or Surveillance, or if I'm ahead in the late game and I'm content to waste a bit of patrol time for some tracking (with the possible regression just being gravy).

    Also, FWIW, it's not possible to tap a gen mid-chase without slowing down. Even if you take a half second to stop, tap the gen, and resume your chase, you're still losing 2.3m of distance on a base M1 killer, which is equivalent to about 4 seconds of chase time in a straight line. That tap could therefore easily result in earlier hits, fewer times around a loop, etc. and should ultimately result in a shorter chase. It could still be worthwhile if the regression you prevent outweighs the time you lose in the chase, but that's a big and situational "if".

    How do you come up with the metric that a survivors time is worth 1/4 in relation to killer?

    In the time a killer takes their 2 seconds to kick a gen, optimally 1 survivor gets a 2 second advantage for the chase (8m distance running straight) and three others get 6 seconds of gen progress altogether. The killer would need 13 seconds to catch up in the chase (just running straight) or another 2 second kick plus 8 second regress to undo the progress for even one of the other survivor.

    So to "undo" the accumulated 2 seconds of progress would take a killer 43 seconds, without moving across the map or anything like looping/perks.

  • @Beelzeboop said:

    PGTW + Overcharge.

    I just want to set the world on fire, but I'll start with your little piece of it.

    Isn't overcharge still the Skillcheck to go? They used to be able to just take it with them while 1 frame tapping the gen and run.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121014#Comment_2121014

    To summarize... Tunneling

    Tunneling that could be prevented if I could prevent people from unhooking in your face.

    Again with the buzz words. And when the unhook instantly happens before a killer could make distance to the hook it probably is also camping?

    Tunneling is the case when a killer has multiple targets with the same appeal to them but focuses only one when ever available over the others. Going for the injured over the running healthy survivor is basic logic and every demand to let the fresh unhook go for their fun is simply misdirected displeasure over the mistake of the "teammate" and the lack of control in that situation for the "farmed" survivor.

    But at the same time once bt is in play you don't see the unhooked use it to get to safety but protect the unhooker taking the appeal and option from the killer to even attempt the desired focus switch.

  • You can't ask too much from survivors /s ;P

    in ???uh Comment by burt0r
  • @kingcarl2012 said:

    Love how his complaint is about current matchmaking and everyone thinks its about mmr lol

    Maybe because op opens his statement why explaining his amount of experience on freddy which has noch impact on matchmaking without mmr.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/2106739#Comment_2106739

    But the teenager egdy squad in masks are perfectly fine.

    Aside from being a horror icon Myers is literally just a lanky man in a mask and jumpsuit.

    And neither of them have a recognizable face and the only killer that have a face are again deformed monster. Trickster is in all aspects of visualization a normal human except his wounds.

  • My personal point is that killer in deaf by daylight should not look like average real life possible mass murderers. All of the other killer are either grotesque monstrosities, fictional characters or horror movie Icons. Dbd should be easy separatable from reality. There are only a few steps from trickster to a completely normal looking dude from reality who was a maass murderer.

    Also on the point of goofy skins and cosmetics. They are all optional and they should have picked a simply darker more leather like outfit for trickster and make the bright colored one the optional cosmetic.

  • @TruEternity said:

    Have you ever played a shooter ever? T-bagging and trash talk happen all the time. How about any MOBA? Emote spam and taunting happens there too.

    You just sound frustrated with bad matchmaking, and the game itself. Survivors clicking a flashlight and crouching isn’t toxic, you just played poorly that game. Unless they said something personally insulting you just need thicker skin my man.

    The problem is most other games aren't asymmetric. What there feels like a simple taunt among the masses feels here like the group bullying the loner. In my eyes this hits a nerve for many people and makes it more relatable with real life especially when a group of survivor does it for example in the exit.

  • @DwightFairfield said:

    Like I can understand thirsting over survivors, but like

    Trickster is a psychopath who murdered his fans

    Spirit is a dead high school girl

    Oni slaughtered villages of people based on his own ideals

    The Legion are a bunch of high schoolers who murdered a guy after being subjected to a manipulative Frank

    And Plague is literally half rotted and dripping pus

    I don't... understand

    Please enlighten me for I am so, so very confused

    This is a game, they are just models/skins/animations and nothing of the stuff they "did" really happened. People can separate fiction from reality. They don't like the murderer aspect about them but other things (i am saying this while I myself can't put myself into whoever you are directly addressing with this post).

  • @Seanzu said:

    Love how we've gone from killers being absolutely disgusted by DS and advocating it's change because they want survivors to use other perks to them now telling survivors to use ds so they don't get hard tunnelled off the hook, lmao.

    Well first if all, yeah they should implement the permanent obsession for every trial since it won't hurt or affect anyone not tunneling just like the ds change does not hurt anyone using the perk truly as anti of the hook tunnel mechanic (the effect against tunneling was NOT changed). But survivor should keep in mind that it won't be a long-term solution.

    Just to make my point I am going to exaggerate with the numbers. Let's assume over 75% of all survivor ran ds pre change. Now half of them dropped it because they feel it isn't worth the slot anymore. And ones the permanent obsession is implemented half of the rest also drop the perk because they only did for the obsession part as a tunnel deterrent. Now less than 20% of all survivor run it anymore (that's less than one survivor on average per trial). At some point most killer will notice the trend and the obsession will lose it's effect as a placebo.

    This is just an overestimate and I personally won't care since it's a long time since I was hit with ds but everybody should just keep in mind that a placebo is only as strong as the substituted reagent.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094917#Comment_2094917

    I mean I wouldn't call DCing when theres one other survivor in the match at 5 gens 'screwing over teammates' but okay. How is DCing twice within the span of a week a sign of anything?

    I have a policy to never intentionally tunnel, camp or slug with too many gens up.

    Once dc penalties were shut down because of hackers giving other people's false bans I had people dc on first hit/down in the first minute, when I used a killer they didn't like on first visual contact or even when they heard noises from my power. Or whole groups using OoO and dcing when they didn't get the killer they wanted.

    You already admitted to have dc'ed three times before in the span of maybe a week. Once for the hatch (a dumb reason to dc, just let go in second stage and wait out the animation. if the killer finds your friend in that time tough luck) and twice because the killer used a build you didn't want to fight (just like a killer, set up against 4 meta equipped survivor outskilled maybe by the matchmaking, can fight it out to "improve their skills", so could you or give up and let him hook you).

    That's 3 dc because you intentionally disconnected and put those penalties on your tab. Now you got hit for reasons out of your control and have to bear the consequences.

    I had the game simply disappear on my two days ago (it simply shut down and I was back on my desktop). My first disconnect in 6 to 12 months. When I was back in the killer lobby the penalty had already run down to 90 seconds so not really a problem for people that don't dc regularly.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090007#Comment_2090007

    You're gonna have to remind me what DH is, because the only thing I can connect those letters to is Dead Hard. I literally can't think of a killer perk that could have the initials DH because I'm an idiot.

    Edit: Nvm it's Devour Hope. No clue why that took me so long to think of.

    You're not alone XD

  • @Mineguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089908#Comment_2089908

    Dude ######### do you want from me?None of these two posts have to do something with this one. The first one is my opinion how survivors behave and how it's not good and the second one is that I'm bad at killer and have to use spirit.

    This one is criticism for killers who don't appreciate killer buffs

    You make several claims how survivors "ruin" it for killer and on the other hand just because of some buffs among some nerfs they should stop crying. Of course you would get called out for it. It would be similar to an individual whose name is quite famous for their one sided bias posts and they started pleading for the other side.

  • For real by now I simply read the title and your name straight comes to my mind. You might have a few follower blowing the same extreme bias tune but you always take the cake sluzzy.

  • @justbecause said:

    If I have a bad game all they give me is tbagg and flashlight clicking and I don't expect anything else because ppls ego in this game is big as Mount Everest

    Don't let it get to you. I also don't "expect" anything else. Just an advice, I go for dropped pallets or unbroken walls for more bloodpoonts or simply get me a drink, watch something on yt or go to the toilet.

  • @Lord_Tony said:

    I never give survivors mercy you do not deserve it this game is balanced in the survivor's favor as it is

    Cool, I didn't think I would find a killer equivalent of sluzzy on this forums. Seems like i have to follow another profile here.

  • @RenTheCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081839#Comment_2081839

    I can read, what I also can do is find weird that someone who plays a game that trivializes and romanticizes murder and serial killers has an aneurism over someone crowching at the gates in the end and needs to make a rant on a forum. Guess the symbolism of going around killing helpess survivors is amusing to you but someone pressing Ctrl several times is too much to handle.

    The thing is people can separate video games from reality. I don't feel anything when I Klick my mouse and some pixel do a death anymation.

    Dbd is simply a theme put over a game of "hide-and-seek" coupled with "playing catch". If you find somebody and tap them twice you can put them in jail up to 3 time and when they don't get tapped out in 2 minutes they are out. Of course this is a simplified representation but I think it boils down to this.

    TBagging, hitting on hook and stuff like that don't have anything to do with gameplay and are simply taunts. And again here I can separate the visual from why my opponent does it and what they "might" (there are always exceptions for everything) intend with their action.

    To your last post

    @RenTheCat said:

    Your experience was ruined... because someone crowched on the exit?

    We are not agitated by the shown action itself but the intention and mindset behind it. Just like when someone flips you off you are not angry that they lifted one special finger but why they are doing it.

    Online anonymity just gives most people, that wouldn't dare to taunt others in real life without fearing some consequences (in my country there is a penalty of 1000€ set up for flipping of a cop for example), internet balls the size of coconuts.

  • @Zwergz112 said:

    https://forum.deadbydaylight.com/en/discussion/240008/survivor-mercy

    It does exist, i was playing Leatherface for a daily and lo and behold my match is against a ttv and their amigos, I try anyway and get demolished and mange one hook, could've easily facecamped but I decide not too, they get the unhook and as I chase them to the gate they point at the hook and walk up to me putting down their items, upon rewatching the stream they felt bad for me and wanted to get me points. Other times survivors would give me a last hit before they leave or one would refuse to leave so they die,). Not all Survivors are at the gate teabagging y'know.

    Well yeah I know but the amount of free hits at the gates vs last second dodge with or without dh or something are sadly forgettable at this point.

    So i prefer to avoid the open gates and either farm points from pallets or killer powers. Or i do something in real life like getting something to drink or go to the toilet or watch something on yt.

    Still i prefer giving the last survivor hatch just to make myself feel better.

  • @brokedownpalace said:

    All they should have done is make the timer deplete twice as fast whenever you are actively on gens, healing, totems, exit gates, etc. Hell, even throw in chests and lockers.

    As it is now you can accidentally tap the heal button and completely negate your perk. If a gen is near a window or a totem near a pallet? Watch out!

    It was an incredibly lazy change.

    Well what could we expect? The mori change also felt also more like a sledgehammer appaoch to the problem instead of doing something that needed some effort like making an invisible stock counter similar to bbq which would make survivor mori-able after all 4 got hooked at least one time.

    Not changes feel the same. It took them years to offer an easy fix, seemingly doable years ago but only done after the danger of loosing hurtful amount of players. Moris were changed after the twin chapter Fiasko and ds when killer got dangerously sparse once again. They felt more like appeals to keep player than voluntary changes.

  • @TR1GG3R_HAPPY said:

    https://forum.deadbydaylight.com/en/discussion/240008/survivor-mercy

    I've had one once, I just needed a few points for a challenge. So for the rest of the game, I just played friendly. It was actually quite recent, a few months ago? Once I let all 3 go, one stayed and give me a kill. Not sure if that counts but hey it works technically.

    I don't have any rules for that XD

    But yeah I meant also stuff like this when after a nice game without many kills someone makes the equivalent to a given hatch escape. Not necessarily only after a stomp.

    I also forgot how many times after a stomp and getting in a bad mood made me think like a child/a sore loser and stubbornly just wanting everyone to leave and didn't want their, from my perspective at that moment, annoying "pity".

  • Thanks to everyone for those signsthat it isn't just empty lip service on the forums. Also from some of the posts I remembered that I also might have had instances of those consideration sacrifices but since I mostly let the last survivor go I might have simply obliviously turned down their offer XD

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079848#Comment_2079848

    You would get put at a rank that's appropriate for your skill level.

    It would take to long to make new player stick to the game until they are at the elo they belong when most killer are too hard to play properly which would result in permanent getting curb stomped by the already cocky TBagging survivor community. They don't need to feel much superior. I already had over a year break and was back in yellow and while I still played fair and without scummy tactics everytime I let them all leave I would get tbags at the gate and belittling "gg ez" "noob" and so from YELLOW survivor that where lucky that I sometimes stretched the trials for 10+ so i didn't kill them.

  • Well mmr is still the wrong term here since mmr is always involved ingames using matchmaking. The term you mean is the announced SBMM, which stands for Skill-Based-Match-Making.

    Just so people don't get confused.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/240060/mmr-is-going-to-hurt-the-playerbase

    I don’t get these posts from everyone at all.

    How is a matchmaking system that matches players of similar skill level a bad thing?! It just doesn’t make sense to be concerned about this (if it works).

    It will leave the top of both sides suffering either longer queue times and/or only sweat games since both sides are similar cream of the crop. But that is the case for every pvp withatchmaking. The only difference here is that the top can't pride themselves with being pro league players since this game doesn't have any progressional competitive play and it shouldn't given the balance, bug and coding mess this game still is from an objective standpoint and the fact that it is 5 years old and not declared early access.

  • It would give survivor the same power to deny the killer benefits of hook based perks by dc but without any penalty.

    As the last survivor no problem but first down suicides are still way to common to make it even easier to deny the killer out of spite.

    And to the argument of water time, i as a killer have wait nearly every lobby for the survivor since at least one doesn't ready up and yes o know they COULD change their load out but why doing that now and not during the 10+ wait time. (Any yes maybe they wanted to switch survivor skin in accordance to other solos but it still waste my time as a killer everytime and most survivor don't even do that). Same with egc, why do I have to escort TBagging survivor out of the gate everytime? 1 in 10 games they leave after spamming fast vaults to get my attention and get bored after 1 instead of 2 minutes. My only choices there is either give them their chance for humiliation (unrelated if it gets to me or not, fyi I don't care but won't give the chance) or wait. And survivor that hypothetically want to give a last hit should know to get the hint after 30 seconds with no terror radius and just leave when all are healthy.

  • Sorry for trying to make this less of a raging rant and starting a constructive discussion. But I get it you are still tilted and not ready for that.

  • @čounterfeit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079216#Comment_2079216

    Yeah, lovely. But going straight back to the hook 100% of the time and hitting the injured survivor is always tunneling hate to break it to you. And that happens in 80% of my games. Just had a dr on hawkins tunnel everyone down. I even body blocked for each one and he wouldn't hit me. only the people on hook. Tunneling is a problem. The perk was effective at it's job, but the problem remains. You killers aren't punished for bad behavior that is totally unneeded. You can choose to paly the game where other people cant. And that's just how it is. It's not an overestimate of tunneling, that wasn't the problem with DS. The 60 secs of invulnerability that was the problem when youve clearly done something else. It was punishing when you played correctly and still had to deal with it. Now you guys can be toxic all youd like. Scroll down on here, all of you guys admit to it. "Oh there's no obsession, I tunnel." You guys admit to it and refuse to admit that youre the problem to begin with.

    Well for myself don't do any "scummy" tactics as killer but that won't help you since I am only one of few and even only a occasional player.

    But survivor also could've not play full Sabo squad during the dark ages of dbd where you hooks and trappers traps could be destroyed permanently. (A point where I think killer learned how effective mass slugging really could be -.- action and reaction and the consequences)

    Sad to say both sides are guilty of abusing stuff in the game and noone will stop if the want to do it since online anonymity makes behaving like scums save in the internet, be it in games, on forums or anywhere where there is no punishment like against hate crimes, racism or extreme cases.

  • Without the specifics of the scenario this anecdotes is pretty useless.

    Where were you at the timing point of the pallet drop and where was the killer? Was it a normal hit, a lunge and where you hit after the pallet animation was finished?

    If the killer is standing in the middle of the pallet and gets pushed back during the stun then it has been most likely a simultaneous action of dropping and hitting where a dual.exchange is logical.

    But at the same time synchronization and ping problem make this point in trials very fuzzy.

    Addition: Hits through windows when the survivor just land on the other side are perfectly feasible since the killer hit range is tailored to reality where an arm length through the window should be considered.

    Edit: The same point of latency and synchronization can be applied to the window problem.

  • @immoraldemise said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077263#Comment_2077263

    https://forum.deadbydaylight.com/en/discussion/comment/2076943#Comment_2076943

    Neither address just DS, as giving that kind of mechanic would be detrimental to the game. Allow me to explain.

    The ability for the killer to "tap" the Gen would be abused harder than when BHVR actually tried to punish campers. Delete Brutal Strength? Hm ok..

    They'd have to nerf Surge and Thrilling Tremors alone, because those together would completely break the game and you two wouldn't have anybody to play against because people will straight up uninstall lol

    From my experience in KYF, using Repressed Alliance doesn't hinder Surge regressing a gen. There is way too much to change to ask to introduce that type of mechanic(someone correct me if this was fixed bc it sure isnt in any patch notes ive read). Problem solved, but more problems created. The Devs even said, 2k2e is what they want. So don't expect a 4k and I won't expect to survive every game? Now if you breathe wrong, DS is deactivated. No point in using it now, and killers know it. There is almost no fear of DS anymore.

    https://forum.deadbydaylight.com/en/discussion/comment/2076085#Comment_2076085

    To stop it regressing, especially if you have Pop. Why are you tunneling someone? Especially if they were immediately unhooked in your face, since that kind of behavior is typically what solo players do when they're farming somebody. If this was during EGC, there would be no gen to tap, thus making the argument null. Honestly, unless youre nurse during an actual chase and a survivor stops to tap the gen, kick it again and keep chasing? The tap didn't do anything but stop it from regressing, kicking it again furthers regression and starts it regressing again. The survivor tapping the gen actually did you a favor, but you aren't thinking logically when it comes to time management as a killer.

    Okay can you please elaborate on your last point of the survivor even doing a favor with the gen tap because I seem to overlook something if the killer is not running pop?

    I already addressed the point that stopping regress is passively making progress by hindering additional work on the gens. Even a 30 second chase without a tap equals 7,5 seconds of work, 10% of a full gen and more if it takes longer for the survivors to get back to the gen.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079095#Comment_2079095

    I would argue that the stats show that Nurse, Blight and Plague are the only killers that are properly balanced. Which is to say that they're the only killers that actually reward skill with kills. There's no doubt that Nurse, Blight and Plague are strong, but if a killer is dominating with those killers they deserve the win. It means nothing to dominate with Freddy, Doctor, or Leatherface. And that's 100 percent the problem with this game, the killers are too easy to use. We need more killers like Nurse, Blight, and Plague that actually reward skill. And a side effect would mean more survivor escapes at lower ranks and more survivor deaths at higher ranks vs SWFs.

    Yeah survivor would escape more at low ranks and the game would lose any killer player getting stomped for the first 20 hours because all killer are on nurse difficulty, great idea.

  • @Ascended4Head said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079034#Comment_2079034

    This is the classic. "Can't tell if someone actually thinks the 100's of nerfs to survivor actually made the gameplay trashy to play as survivor". That's been the state of this forum for the last 2 years now. It's why survivor gameplay is in the toilet. Because you can't have a differing opinion than "HUrr durr survivors are rullly bud. Killur underpuwered. Moost NURF SURVIVOR MOAR". It's an echo chamber. This forum doesn't live in stat based reality. It lives in the realm of 4k at any cost.

    Maybe because you sound just like you come from the other extreme end of the spectrum yelling the same "hurr durr" but from the other side?

    And pls if you want to make a stat based reality you would need reliable stats. But kills on a 3k hours killer against less than 200hour survivor teams both in red ranks is counted the same as when both sides have similar skill. Ranks as the point of comparison have lost their value with the change to rank reset and the loss of old ruin keeping lower skill people from reaching red ranks to easy.

    Also if you want use stats then you would need to make nurse easier to play to buff here from here was below 50% but you also don't want to lower her skill floor while lowering her skill ceiling and power to compensate.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/240131/why-can-we-not-have-a-surrender-button

    Theres a Dc button, but in all seriousness, if you dont try and win even if your going against a sweat swf, your not going to get better at going against said Swf, so its a learing oppurtunity, all be it a stressfull one

    And survivor could try to get better against killer they don't like to be able to overcome them but many opt for the suicide on first Hook, even uselessly running up to killer if they think it won't be fun enough.

  • @loopsahoy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079309#Comment_2079309

    Someone told me they were different. Also youre leading away from my main argument. Mmr is going to damage the game.

    Just to try to make it clear again.

    MMR - Match-Making-RATING:

    This is a numerical value, which is even visible in some games like for example in overwatch or rainbow six siege. It determines the hight of your skill and is increased by wins and decreased by losses set in term of the indiviual game. In dbd ranks are used for this and it results in in Rank-based-Match-Making RBMM. It simply compares the ranks of player indifferent if a red rank Player has several 1000 hours or less than 200. I already read that some people made it to red ranks in two months since starting dbd, which is reasonable given the change to rank reset and the loss of old ruin which slowed unskilled survivor down from ranking up. Consequentially with less skilled survivor plus qol changes for killer ranking up got easier as well.

    SBMM - Skill-based-Match-Making:

    This match-making will use a hidden value which is determined by one's performance in game determined by a set of secret rules set by the devs. This is a skill based matchmaking ones the value has stabilized, for example "competitive" chess online starts you at 1500 and you have to play for a longer time to find out if you are a pro and get to 2,5-3k or not and end up below 1K. This is normally a months long process and won't be perfect at start, the reason while the devs try to get data for this value in the background for all player.

    So to your topic MMR is already in the game but based on ranks instead of skill.

  • @Raz_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077725#Comment_2077725

    ofc you cant run a experienced killer for that long but some streamers like Tru3 say good killers would always get god survivors and a high ranked killer wouldnt have fun bc it would be too stressful playing against god players every game. but not only tru3 think like that, there are a lot people who dont want a mmr.

    i dont know what happens, but i will quit when something doesnt change when it comes to matchmaking.

    At the top both sides won't have fun any more when a normal mmr will be implemented. The highest mmr for survivor would 4 men swf with meta perks and so on and there are only 2-3 killer able to even have a chance against that. The killer would always get a stressful game and the survivor will only see those up to three killers and get bored.

    But mmr might be a blessing for everybody but the top 5-10% of both sides.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078363#Comment_2078363

    Yes, I know. I had 2 pips per game, so I expect to achieve red ranks soon

    Won't help. Since the rank reset change and ruin missing as a slow done for less experienced survivor red rank is a diluted skill mess. I was green rank last time I played since is stopped caring and play this game on an only casual scale but the survivor i was matched against were often red ranks and their skill ranged from less than 5 minute game to games where I though I was playing against a rainbow group with much yellow in it. Some green/purple groups were harder than some other reds.

  • Sorry buddy your history of posts doesn't make this purely anecdotal statement believable in any way.

    Also given that if you really already played hundreds of hours in this game and know many ins and outs of the game it is only logical for you to slaughter rank 20.

  • @RepostRiposte said:

    Anyone else notice how weird his fingers look? No? Just me?

    His index finger really seems broken. xD

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078282#Comment_2078282

    But it very rarely does happen. Even if it does, well, then they have Whispers.

    And the survivor has a key.

    See, I can also name the next best thing that helps my argument and is highly situational.

    But at the end of this post I am highly questioning myself why I even comment to you, I know your history and very much enjoy it.

  • Put the bp bonus to any other perk, even monstrous shrine and you will see that perk instead.

    @NVerde said:

    I am definitely trying to practice my running. Trouble I'm having is killers who just want to tunnel and camp. Just had a game with a Ghostface basement camper. Don't see the point of playing like that, it's not fun for anyone and I can't practice escaping in chases.

    @NVerde said:

    I hid in locker when he hooked someone in the basement but I went to rescue the basement hooker and just got downed and hooked myself, then instadowned off the hook so it was over pretty quick, no chance to practice

    These both scenarios have nothing to do with bbq in any way or am I missing something?

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