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burt0r

burt0r

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  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1810546#Comment_1810546

    Like I wrote, key changes likely will require a PTB. So there is no "without warning" for keys. You either have to take the mori changes into the PTB as well, or leave them deliberatly out of ptb and then surprise players with it with the actual patch. But in this scenario, you can bet that players would ######### around why keys got changed and not moris (atleast for the hypothetical PTB). The only true way for hitting both without warning would be both being patched simultanioulsy in a patch without prior PTB. But since the key rework might be a bigger change, that would be really bad practice.

    If you want to patch both at the same time, you have to decide: either patch without warning [BAD, bc no PTB for testing], or run PTB [BAD, gives warning to players to spam moris / keys beforehand]. So BHVR decoupled it, mori being patched without warning, keys likely in PTB. The thing is, hitting Moris unexpectedly is far more important than keys. Why? A killer can try to adjust for keys, since he will see them in the lobby. Moris are only seen when the game starts, a survivor cannot adjust to it. And we certainly do not want to have a match.cancelled pandemic because of overused moris.

    Why the devs did not do this simply change sooner, thats a valid question. I do not know, the usual answer would be bc. other things were more important. But I guess that they always had the intention to fix both of them somewhat together, but not necessarily in the same patch. They wouldn't just fix moris when they do not have a plan what to do with keys yet. So maybe the key changes are now developed enough that they feel confident to release the mori changes, with key changes following soon after. Thats all my guessing, sure, but would be a reasonable approch, imo.

    But now you get the same problem like toolbox and instaheal nerfs. Survivor saw that one side got shot down and can expect, even more so with a potential ptb, their change to come and simply spam all their stashed keys or run more scavenger builds to get the most out of keys or the absence of moris.

    This inequal treatment will over long or short kill one sides fun/patience and this game will die.

  • Here a word from an outside perspez of an already retired (killer)player.

    The biggest problem is, like many complaint focus on, the timing.

    If they prepped the key changes with orb or without and simply hit moris simultaneously without warning everything would've been fine (except for the whiner you get everytime, flaming about the now "useless" OFFERING).

    It would not have hurt to not do anything for a few months longer until keys are done. Moris are a focus of complaints since the beginning and got changed twice, with the promise to look at keys when the FIRST change was done years ago.

    If they truly did this for the health of the game, they could've done this easy parameter change in the code months or years ago.

    I am going to put on a tinfoil hat and speculate that they did it now, directly in the hot fix to this chapters disaster, to please atleast the bigger side of the community to ease the rage.

    Tldr: if keys are so complicated, they could've started working years ago in accordance to their promise with the first moris nerf. Or they could've left moris until keys get done. This nerf is so easily applicable that the argument "it should be done as soon as possible" is ridiculous given they could've done it also years ago.

  • @Rivyn said:

    I'm against it as well. They could have simply jacked up the quitter bonus points, introduced husks, and at least allowed a safety pip. There are matches out there I am simply not invested in playing, such as an OoO against Trapper, or sweat squad against my baby Twins, or a slugging Oni who refuses to hook.

    And it's not as if the penalty has done anything. I still get a DC every three or four matches. Heck, I've had two tonight, out of three matches I've played. And the penalty has been hijacked how many times so far? Just a matter of time before it happens again. In the long run, it seems more trouble than it's worth.

    And that is exactly a point. If you get a dc every 3-4 matches with, penalties on, imagine even to get 1 normal full game without when they are off.

  • Maybe also drop your platform and region you are living in, to get matching playtimes?

  • @sQuAde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808926#Comment_1808926

    you get used to it just like how you get used to low res

    Everything for the win, I guess?

  • Damn that's bright and fish eyed. How can you play it this ugly?

  • @KateDunson said:

    That's why i have my endgame chat always turned off, the amount of salt is insane.

    But it makes my popcorn just so much more delicious 😂

  • There is no clear definition objectively and it is only set up by subjective standards.

    Everything from 4k to 0k but with 32k bp can be a win for the killer.

    While everything from 4 escapes down to death but atleast 1-3 others made it, is in the range for survivor "wins" (no mention of bp since survivor get less).

    Edit: others might have made the amount of hooks done as the killer or the number of generators popped while being chase by the killer as a satisfactory goal for themselves.

  • @MadLordJack said:

    Holy shite, you must be getting some arsehole ques, most of mine only take about 5 minutes (for reference, I'm rank 3 playing between 10pm/2am on AU servers). I'd have to almost literally chug a bottle to finish it in that time, let alone 2

    Damn, off topic but thank you! One of the few people that give additional vital information about time and location, going into the discussion about que times.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791286#Comment_1791286

    If you go into this discussion with the mindset that the devs would simply lie about and manipulate everything, then there's no point. You can't prove a negative (in this case, that they didn't manipulate the numbers).

    All good, you don't have to change my mind since I was just hinting on another point of view.

    I quit the game earlier this year since I am not the type to hard commit to only one game, which is almost necessary to play killer after a certain point. (Playing vs people with 3k hours in jets only made me also quit battlefield)

    I am just here on the forums to stay halfway up to date and partly to enjoy the salt from both sides because my league of legends forum got closed.

    Btw since this dlc is such a screw up I would really be interested to watch the Q&A, so at which time will it be?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791186#Comment_1791186

    The community upvotes the questions, yet you imply these are not the questions the community wants answered. How would you determine what the majority of the community wants, if not by a simple, straightforward vote?

    Fyi I don't care for the Q&A and neither watched it ever but tbh, I think the thought that an admin of a website does not have the tools to manipulate up and down votes on their own forum, if they really wanted it, seems a little bit naive.

  • @stvnhthr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1789415#Comment_1789415

    He had not started the shutting animation. The killer was being a jerk and looking forward to shutting it when I found it. I caught him off guard, snuck up behind him. He did not see me until I jumped in the air to escape. My animation had already started. He closed it after I was already leaving, so his action canceled my earlier one.

    It's the same order of priorisation as before the hatch changes, when the killer could grab a survivor out of their escape animation, if in close range.

    And this seems only logical when the psycho killer gets in range they should be able to interfere with the escape up to a certain point.

    The old mechanic was ridiculous when a survivor could stand at arm's length at the hatch and the killer could only infure/down them and then the survivor would escape during the hit recovery, when a killer would just grab his prey standing still in front of them.

  • @Munqaxus said:

    I'm sorry killers actually need nerfed. You literally have someone that is making 50 4k kill streaks in a row, over and over again, with every killer, then there is a serious problem.

    Otzdarva (These are all 4ks or 3ks with a hatch escape)

    • 50 Kill Streak - Hag - Aug 26
    • 50 Kill Streak - Pyramid Head - Oct 1
    • 45 Kill Streak - Plague - Sept 21
    • 35 Kill Streak - Clown - Oct 22
    • 50 Kill Streak - Legion - Sept 17
    • 50 Kill Streak - Michael Myers - Nov 17
    • 50 Kill Streak - Leatherface - Nov 17
    • 50 Kill Streak - Freddy - Oct 1

    Otzdarva is a great player, but nobody should be consistently beating everyone, including SWFs, 50 times in a row. Sure tournament survivors are different but everyone else, including SWFs are getting slaughtered. This isn't a one off thing, he's doing it with every single killer and he's doing it with days of each other.

    @Munqaxus said:

    I'm sorry killers actually need nerfed. You literally have someone that is making 50 4k kill streaks in a row, over and over again, with every killer, then there is a serious problem.

    Otzdarva (These are all 4ks or 3ks with a hatch escape)

    • 50 Kill Streak - Hag - Aug 26
    • 50 Kill Streak - Pyramid Head - Oct 1
    • 45 Kill Streak - Plague - Sept 21
    • 35 Kill Streak - Clown - Oct 22
    • 50 Kill Streak - Legion - Sept 17
    • 50 Kill Streak - Michael Myers - Nov 17
    • 50 Kill Streak - Leatherface - Nov 17
    • 50 Kill Streak - Freddy - Oct 1

    Otzdarva is a great player, but nobody should be consistently beating everyone, including SWFs, 50 times in a row. Sure tournament survivors are different but everyone else, including SWFs are getting slaughtered. This isn't a one off thing, he's doing it with every single killer and he's doing it with days of each other.

    Taking full time job player vs normal players as a metric really doesn't serve any comparable purpose.

    Setting him against full squad (comms and/or no comms) of other streamers/players of his caliber would give a correct power comparison.

    A full squad of streamers like him will probably never truly lose more than one member in a trial even against scummy killer.

  • Pls don't open pandora's box all over again.

  • @Tubby_Squirrel said:

    Oddly I have not had anyone BM me YET in end-game chat and I'm coming up on 100 hours, so you'd think I'd have had SOMEthing by now... If I figure out what I'm doing differantly I'll let you know.

    The amount of bm decreased over the course of this year partly thanks to crossplay and console players not being able to chat.

    But also otherwise it became less in terms of bm and chat overall. Most often not even a gg, escaped or not.

    Fyi I am also more of a no farmer and provider of a exciting game experience for survivors, meaning going for 8 hooks evenly spread and kills only if more than 2 gens are still up by that point aka the games takes too long.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782371#Comment_1782371

    I'm not saying mori should be removed. But why it should be available from first hook? You can just bring mori to win. Not because you played good, not because your opponents played bad. But because you bring an offering. If it required second stage, it would be relatively fair. Why it takes so long to realise?

    I didn't take long to realize but the devs just don't react to some feedback the same in terms of aknowledgement and change speed.

    A good example would be iri huntress, just deactivate the addon for the time being until they have a solution but instead they don't do anything.

    The community is asking for key and moris changes for more than a year already from both sides for both items.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782398#Comment_1782398

    It seems the most reasonable way forward, What perks do you think would be those given, buckle up and kindred seem the most important.

    Like I said, every information perk that becomes obsolete by the use of direct voice coms like discord or teamspeak.

    Tbh I play only killer and don't even know the 10+ less popular information perks for survivor. The three mentioned before are just the most prominent in my mind.

    But I think object of obsession should also be completely reworked in the process (that we can only wish for) because direct voice coms are what makes this perk so broken.

  • @MikaKim said:

    https://forum.deadbydaylight.com/en/discussion/209347/killers-that-sweat-vs-obvious-solo-queue-teams

    Honestly, a good post in principle.

    I think its a failure of this community and the game in general that there's not more discussions around soloQ play. About soloQ vs. swf. How games that have swf should be treated differently to ones that are soloQ.

    It's a failure of the game not to manage it, and its a failure of these forums to not talk about it more.

    As a soloQ player this was the VERY definition as to WHY the D/C phenomena existed. If the game and the community couldn't manage it, then you had to manage it yourself.

    And the response? A failure to imagine on the development of the game and a bunch of contrived 'getgud' 'play something else' from the community.

    There really is a lot of low hanging fruit around this subject matter.

    The thing is that till a few months back the topic of the month was only solo vs swf or killer against swf and if the game should make separate queues for solo and swf, which would result in even longer queue times for swf or no games at all.

    It was also states/asked for changes to buff solo to a par level with swf and equally buff killer to the new survivor standard level.

    Suggestions were easy implementations like giving solo survivors a bunch of information perks as baseline as long as they deactivate when survivor queue up together. Because the biggest difference between solo and swf is the amount of information every survivor has and how much coms give with no possible way to limit/compensate them.

    So for example solos get kindred, bond, buckle up, a totem counter and so on, someone counted all perks that coms make obsolete and it were something around 11-12.

  • @Deratarx said:

    Its extremely frustrating to deal with overheats and internet outages. Its added up to 6 hours for me on several occasions. Its no fair for a player to live with disconnect penalties for something they cannot control. Whether its graphics cards crashing or internet problems. if they can tell the difference between the leave game penalty or errors why isn't there an actual solution to this? If the person said they tried to pick up a survivor and crashed, but got no penalty, then how come I got one?

    The thing is, if your pc is prone to overheating and your internet connection is usally unstable, then you are not equipped to play online games. Especially games like dbd, lol overwatch and the like in a team vs team fashion because everytime you have a disconnect caused by problems you know of, you willingly screw your individual break over and by some point no one would want to play with you on a regular basis.

    And before you claim that this is unfair, there were times when the internet was new and some people couldn't afford an internet connection at all and were left out of the first online gaming experiences but that's life.

    So buy a new pc/graphic card (they are not that expensive if you only want to run dbd) and switch your internet provider. And if you can't, then tough luck, it is the same principle as not owning the newest generation of console like Playstation, if you can't afford to upgrade with the times then you should not play.

  • I personally have the feeling that moria are a relict from the dark ages of this game when survivor still could run Indizes.and have permanent hook sabo squads. Then they removed these unfair mechanics one after another and changed mori to the after a hook mechanic we have now.

    But I think they didn't/couldn't remove them because those individual mori animations were a financial investment as well as a selling point for the killer side.

    This topic resurfaces every few days/weeks and moris should be changed to an alternative to death hooks so that the time works on those animations was not wasted and people can still appreciate them outside of rancor or devour hope.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781183#Comment_1781183

    https://us.v-cdn.net/6030815/uploads/W8UPFAD6NKFX/ez.png

    These guys all depiped. So it is possible that they were all rank 1. They chose the map and they brutally lost without completing a single gen. If you're playing this game with a strong killer, killer is easy.

    And there is already a big problem coming together with that "if". The fact that only 50-25% of the killer roster offer real viability in these circumstances and everything else is sweaty to earn satisfaction, then something is quite wrong. Especially since red ranks are so diluted by now because it is not skill but time invested that gets you there.

    Also if you have to always pick one of those strong killer to be prepared against 4 men swf trials, you will probably stomp solos and less experienced players adding to the problems of the community.

    And to the point of killer becoming easier over the years, it did became tolerable. Infinites, permanent hook sabo squads and the like we're not harder, they were unfair. It still doesn't feel rewarding to play killer or survivor since both don't really have much clear cut win conditions.

    You can set your own goal by either bp, emblems/pips or kills/escape and for most people the last is their criterium for a successful round. Especially since all 3 categories don't necessarily correlate with each other.

    I for example played killer for bp only, so i left games with 0 kills, 32k bp and STILL double pipped in the middle ranks. I played my part in trying for 8 even distributed hooks and if they still didn't manage 5 gens I would start to slug instead of kill to not spoil their fun.

    And the best part after those 20+ minutes, more often than not, you get to read "gg ez noob killer" when they all manage to escape. Way to go nurture a nontoxic killer environment.

  • @Terra92 said:

    The community isn't some amorphous hive mind of the same 4 players teabagging you at every Decisive Strike, pallet loop and exit gate.

    Like I completely agree with you but you're exacerbating the problem by adding all this in. It's definitely a large portion of players who do that who are causing killers to quit for the day or swap to survivor, but it feels disingenuous to act like all survivors do this. I know I certainly don't and I look down on any survivors in game who do that.

    It is a generalisation from both sides. All survivor are toxic teabagger and all killer are camping/tunneling. Both sides always run ds+ub or ruin+undying.

    The thing is extremes always stay longer in our memory than normals.

  • @TwistedJoke65 said:

    This might just be because I'm used to playing killer, but dang it is hard to get points as a survivor. A while game where I do a bunch of gens and survive and I only get like 9 thousand points. Not much my fault if the killer never chases me.

    As killer if the survivors suck, you get very little points

    As survivor if the killer sucks you get even LESS points.

    They seriously need to find better pointing systems man.

    (Also side note the spamming struggle phase is BS. Teammate was coming to save but I guess I held the button for a microsecond to long and now we're both dead)

    Well there needs to be some form of incentive to play the more stressful role right?

    On another note perk tiers should be long gone by now given the sheer amount of perks there are now.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779530#Comment_1779530

    Well, OP isn't the first person to get the queue thing mixed up. It happens, no harm done. It's also kinda crazy to think that in a game where you need 4x as many survivors as killers, survivors are the ones with the overflowing queues.

    Well that's the thing, one sides has constant action/stress (depending on mindset) vs the other side with their 3 potential diversions.

  • I would say it is not the balance problem per se but the killer role is just way more stressful.

    Killer have all time action/stress in a trial while survivor in might never see (get pressured by) the killer depending on the skill differences of both sides.

  • @WestX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778425#Comment_1778425

    Are we even allowed to say how to do it? Isn't there like a rule to not explain how to do an exploit?

    Oh, you might be right, sorry 😅

  • @DrHg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778363#Comment_1778363

    no its not the grab animation cancel bug,its when you grab someone and then after that you can't do anything,you can't lunge you can't hook you can't use ur ability.

    Yeah but how is that abusable/triggered by survivors?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778349#Comment_1778349

    It's not even a bandaid since it doesn't fix anything, it makes things worse for solo q.

    Tbh I quit this game 3 months ago and don't really know how those offerings work exactly. But I think it has something to do with hatch spawn locations?

    If yes, then they seem like a bandaid for the endless discussions about the fairness of hatchspawns by giving up the offering slot for an advantage.

    This way killer get not a random.but real advantage in this matter at the cost of not being able to mori or have influence on the map.

    Survivors only real impactful offerings in my opinion where map offerings and they also can give them up to aquire the advantage for the hatch.

  • I think you are talking about the latency/dedicated server problems with killer grabs and the slim chance of getting stuck mid-animation as the killer?

    I never knew survivor could force this?

    And if the can, just lunge instead to avoid it.

  • Seems like another episode of the devs philosophy to bandaid fix problems via perks/addons/offerings instead of do a real change.

  • @BadMrFrosty said:

    The game is easy for killers if they run all of the best possible perks - mori is optional. Why? Most survivors suck ass, and rarely will you fight a solo team filled with average/competent survivors. Those are the teams you'll usually be beaten by, well, that or highly coordinated SWF squads. If it wasn't for good players in solo queue getting sabotaged by idiots (especially with crossplay enabled), then survivor queues would be even longer.

    Honestly, most killers should thank BVHR for the matchmaking they have, because if it worked as intended, a lot of people would be uninstalling this game once they realized how easy it is for survivor.

    That's a point I am looking forward too. IF or when a working MMR is implemented, will it show how both roles are balanced towards the top of the ladder? Will the picture be the same as in tournaments, where killer can only struggle.

    Because if they manage to bring a correct working MMR system, I would guess that the top mmr on the killer side might quit the game as soon as the survivor will only consist of player with equal experience levels.

    My personal opinion is that this game is so full of rng on all levels, from solo survivor team skill compositions to matchmaking those with an adequate killer to maps being a caleidoscope of tiles, that there is no way in hell to balance this game completely.

    Additional I have no idea how they are going to get a reliable mmr going with no clear cut criteria for a win and loss. They could take kills, bp, escapes, emblems or a mix of everything and it would still be no adequate representation of skill for each player.

    Not that many other even esports titles would get that done. But they atleast have equal teamsizes.

  • @druggedpug69 said:

    We get it, some killers tunnel. People don't need to keep making threads about it though. The same goes for mori/key and iridescent heads posts, We already understand that they need changed. These threads do nothing for no one.

    Oh well they provide salt for my popcorn.

  • And that will be a dc festival.

  • @[Deleted User] said:

    Just do something productive while the time passes. I usually read the forums or a page from a book while waiting the survivors to go out. At least I feel my time is not wasted, can't say the same about theirs :)

    Always a got time searching for unbroken pallets or walls or setting additional traps for extra bp or simply what yt or something on my second screen XD

  • @Tubby_Squirrel said:

    At least as killer you can swat people out of the gate, maybe get a down if you're lucky. I have denied exits on people fiddle-farting around in the exit gate. Warped in with nurse and just started hitting everyone like 'ok, ok, party's over, go home.' and a bill goes down. His fingers are touching the black tendril blockers. He goes on a hook and I smile at my well earned 1k.

    Why do I imagine the voice of the annoyed nurse from saminations animation videos 😂😂😂

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774228#Comment_1774228

    Yea I mean there's people like that on both sides, more of an individual toxic playerthign than anything to do with the game etc.

    I just find it annoying that ppl claim this is an issue for killer only and forget about the survivor experience, which can be just as awful.

    Yeah, thing is survivor still have a 75% chance at the beginning to not be in the crosshair of the killer and have a rather "chill/boring" experience as soon as the "horror" factor from the first days wears off.

    Killer have to manage 4 people all the time.

    So overly simplified, a survivor is roughly 25-50% of the match under stress. Increasing with teammates that get nothing done.

    Killer has "action" 100% of the match time. There is not time in dbd for the killer to leisurely walk around or slowly search for the next gen. (If you take kills as the winning indicator)

    But even just farming bp and spreading hooks evenly can get stressful since the time limit of a match is in the hands of the survivors and killer can only move the goalpost (while the success rate of that increases exponentially with killed survivors and less remaining gens).

  • @Withered8 said:

    So many ppl claim killer is a million times harder because they say it's too stressful right. 99% of the time that's a problem for them, because so many killers come into games with an attitude of i need to 4k and if not this game is unbalanced. There are however some killer players out there who come in with a very chill mindset and I think ppl need to look up to them more. Sometimes its not just about kills, but about your peformance, because like how you can play well and still loose, you can play awful and still win, but ppl won't acknlowledge those games.

    Long story short, playing killer and thinking you need to 4k/win is the same as playing in a 4man and trying to get everyone out and escape every game. Stressful experiences.

    Pls don't forget and I speak from experience as an old only killer bp farmer, that, when you go into games with this chilled mindset (which is also healthier for killer in long-term, which is quite a scary thing in itself) and end with 0-1 kills, you can get survivor of 3 different types.

    1. "Gg" they had a good game and are humble "winner" and nice.

    2. " ", Nothing at all, the neutral part, just there to play and not for survivor/killer socializing in any form.

    3. "Gg ez/noob killer/l2p" the great screw you after playing nice/fair/whatever.

    From my experience this year, until I quit in September, is that group 1 is nearly gone, except for pure farm matches after an instant dc or the like.

    Group 2 is thankfully by now the big majority. They simply are gone after the game and you can move on and keep cool.

    Group 3 became less from last to this year somehow which is refreshing, coming from release of dbd and playing lol as my main game. But those type of people still exist and many chill killer player can get destroyed by too much of those or rather make the "not kill oriented" play style less attractive/rewarding/satisfying when all you get is ######### on.

    Edit: And yes, I know, the proposed solution is turning off the after game chat or simply instant leaving the after game lobby. But it does not really help against bully squads and this overall mentality of people from group 3.

  • @Friendly117 said:

    In my opinion, I think they should remove the DC penalty and refined it instead of putting a blanket and solving 1 issue which is just a DC when they don't know what causes it. The Devs aren't smart, I'll tell you that.

    Now, last night, I had the worst day of dbd in my life. I had one game where I was left slugged on the ground for the entire match because the killer only came for me and when every time they came to pick me up, someone was around so I was left on the ground longer. I was so tempted to dc because I wasn't having fun, but I didn't... surprisingly.

    The game isn't balanceable to tell the truth, unless they try something so smart, like, hm, oh I don't know, ban certain perks for killers? They did in Rainbow Six Siege. (For those that don't understand where I'm going with this, I'll explain)

    Rainbow Six Siege: 5v5 competitive game. One team attacks one spot of the map where the other team defends. Some or more from the defending team used to use an MP5 or an MP7 with an ACOG scope which was basically a sniper scope. They would set their fire rate to one bullet and wait to see which side the attackers spawn. Once they knew, bam, headshot, spawn kill. Ubisoft had to ban it with certain characters that welded a MP7/MP5 with an ACOG by removing the sight completely from them.

    This is why I believe dbd should do that to some killers. Its very simple and it adds balancing to the game. I can't describe how many games I've had where killers abuse the perk mechanics to their advantage and make the game super unfun.

    But for now, until they do something with killers to stop being so toxic and unfun, I'm dc'ing when the game is going nowhere and just outright boringly unfun.

    What do you mean by "refine it". I play r6s myself and the comparison between those to falls short in my eyes since you can't compare 1vs4 against 5vs5. Balancing in the latter is easy in comparison.

    Additionally, rainbow has a world's better matchmaking or rather dbd does not really have one right now and maybe never truly will. Ranks mean nothing by now but time invested in the game rather than skill.

    Oh, and which killer perks are included in your proposed ban, just out of curiosity?

  • @GamerGirlFeng said:

    I'm on the fence about it. The only reason people ever give is "because you ruin the game for others." But these same people are the ones who come at you with "your fun isn't my responsibility."

    Like what??

    The thing is you are comparing two arguments made from different team-sides in the game. You ruin the game for your own teammates, potatoes or not. And the other team, here either the killer or survivor , isn't there for your "fun" but to win themselves.

  • Well the survivor one is simply adding a sprint burst to a medkit working like the instaheal by consuming the medkit (I don't play survivor so this info is from reading on this forum). Thus these effects are already in the game, usable by all survivor from the beginning and won't interfere with much else.

    The killer one on the other hand gives EVERY killer blights special ability while blocking their own. This is something new and maybe does not work as intended or consistently?

    So they take the save route of saying the one with already known effects and mechanics (just mixed up a bit) will stay while the other one with the new mechanics (which might break some other mechanics) is only temporary and leave it unspoken if it might become a permanent addition in the future.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1701351#Comment_1701351

    As a deadhard og using it for distance was always a thing. Dont know why it's a problem now.

    Well in my games, then, more people simply waited for me to get close and use it to avoid a hit, which was mindgamable by simply baiting it out. But the strategy to use it to get to a pallet became more prominent since dedicated server made the designed use way less reliable. This comes atleast from my sparce observation.

    Therefore the analogy with 4 people slugfest. People did before but as soon as survivor found sabo squad tactics it became way more meta.

    Edit:❤️ autocorrect

  • @Sunbreaker7 said:

    How many of you find the bloodweb tedious grind to go through? Those who prestige their characters and have to do it three times for each character in the game, every single time you mindlessly purchase those bloodweb items and you don't even really care what items or perks you pick first for each level because you know you are just gonna prestige the character at lvl 50 anyway. You end up doing this process over and over again, manually purchasing each individual item on the bloodweb, it's tedious right?

    I have asked BHVR before to implement a simple button that would instantly use all your bloodpoints to a specific character's bloodweb so you don't have to do the tedious manual labor of purchasing each individual item on the bloodweb just to climb that prestige ladder for each and every character in the game. However, thus far, I don't see any echo from their side, but would you personally be interested of such feature?

    Other question who does not? You need several Billion bp to prestige every killer and a few survivor with all teachables unlocked on everybody.

    The things is for many the grind is a motivation to play. I personally stopped also due to the fact that the grind in dbd and the gameplay itself don't feel rewarding anymore.

    Same with many PvP games. I only play league of legends consistently anymore since I have people to play with there. I quit rainbow six siege, rocket league, wow and other games of this kind since there was nothing but the Dopamin Rush from unlocking stuff and friends. At some point the first will not be enticing anymore and the latter might also quit.

  • Indirectly yes by giving it it's old functionality additional to the newer use for distance survivor developed out of the problem.

    Just like killer made slugfest more prominent when sabo squads could still permanently break hooks.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1700107#Comment_1700107

    Remember when they buffed all the Killers by fixing the Hook-Bug? Man, good times.

    Great way to compare apples to bananas.

    Dh still worked and gave a form of advantage when used with a different timing aka gaining distance for another pallet/vault by using it early.

    The bugged hooks made hooking directly nigh impossible.

    So which one was a dire needed fix and the other just an inconvenience?

    Edit: By the way I know you overall stance in this forum and you may know mine, so let's save each other's time by agreeing that we will probably never see eye to eye.

  • @MadLordJack said:

    You have got to be kidding me. Out of all the problematic perks in the game, they are going after Dead Hard.

    Well, it's something at least.

    Their are not changing it but alter it's implementation to work correctly and consistently with dedicated servers.

  • @Axe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1700185#Comment_1700185

    Any plans in the future that you will balance the game around players feedback and not inaccurate useless data %?

    Do you really expect a response, much less a helpful one, after being this passive aggressive (even if it is warranted)?

  • Well I am killer rank 17 or something because I only play every few weeks for a few rounds.

    But since I played more a few years ago, I have most of the killers on level 50 with multiple good/meta perks on tier 3 on each.

  • Sorry didn't read past the topic.

    Toxicity overall is THE problem, independent of side.

    Online anonymity brings out the worst in people, period.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680617#Comment_1680617

    That’s why I specified multiple Kindreds - I don’t think I’ve ever seen someone in a SWF run that perk, so if I see someone other than me running it I can say with reasonable confidence that there’s no 3 man in the lobby, and I know for a fact that there’s no 4 man since I’m not in it.

    I’m not saying that there are no problems with SWF either, I do think it unbalances the game somewhat. My gripe is that some killer players are so obsessed with the idea of SWF that they blame it for every loss, and can’t admit to themselves that they got beat by a group of solos. It’s a really frustrating problem with the community of DBD, everyone wants a reason why they lost (other than admitting that they made mistakes) so they blame SWF/the map/the other side’s perks/“tunnelling”/teammates/etc.

    But isn't that the problem? Like others already stated, when people can't discern between swf and solos why should they look at themselves for the problem when they can set up for themselves the illusion that it has to be always swf.

    An indicator in the after game lobby would show them that wasn't an swf 4 man team but solos and maybe duos that are simply more skilled.

    Plus an additional point multiplicative or something would make stomps by actual swf more bearable since most of us agree that the fifth perk is unbalanced even in a casual friend group.

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