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chapizwow

chapizwow

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chapizwow
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  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405994#Comment_2405994

    Agreed. It’s should definitely be divided. I didn’t even know there was a big ass Library in the map. I still find new areas of the map each time I play on it, kinda sad really.

    worst part for me, it's not only that it's a huge map and has ######### ton of rooms (some that are just plain pointless); but the true issue for me is that aside from huge, it's super divided.

    You have:

    1 - the basement

    2 - first floor divided into 2 sides with the open middle

    3 - 2nd floor divided into 2, but also the side of a helicopter it's also somewhat divided since it's like a "U" sort to speak and you have to do quite some turns to reach from the ladder on the helicopter side to the ladder on the opposite corner, turning a 20 mtrs distance from side to side into like 50 mtrs

    4- the library which if you are on the opposite side of the map is a long distance, but if you are on the same side of the map but on the wrong corner, you gotta do a huge roundabout to reach any of the 2 entrances.


    so basically the map has like 7 different divided zones that make an already big map become even bigger, and as much as it may be a little worse for killers, it affects both sides imo.

  • Not much achieved by discussing this....bhvr will do as they please; and for now the system won't change.

    For all those who play killer, my suggestion and also my opinion on what the meta could become now is: don't try hitting them at pallets, just avoid the stun to lose as little time as possible and also don't try to make them waste a pallet by waiting for the hit in chase. Not the ideal scenario as it robs the killer of valuable time and prevents them from making survs waste pallets, but it is what it is... in the end it'll save the killer some frustration in the middle of a match.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401289#Comment_2401289

    Did you look at my example? You don't need to see it on a video to prove it is possible. And since you can prove it is possible with math why would you just assume he/she is lying?

    Are you saying the numbers I used are based on hear say? I used 40 ping and 65 ping to match what EntitySpawn said they had. The rest of the numbers I chose to use for the example to prove with math that a lower ping killer can have this happen. You are correct. The timestamps are not what occurred in the posted video. They don't have to be to prove this. Math is valid evidence.

    why do you even bother...you are dealing with someone in denial; he doesn't even care about "proof", that's just his argument armor to avoid the idea he could be wrong. He's just been saying the same thing since the first comment "proof proof proof".

  • @Pizzaman said:

    It's so adorable to see that there are so many new players that don't know that pallet reverse stuns existed way before the pallet stun validation.

    Great to have you here!

    it's good to see blind main survs not realizing the actual problem presented on the video....

  • I'm wondering how long has it been since this guy played the game...it's been age since nurse was reworked into 2 blinks lol

  • @urbanevasioncare said:

    https://us.v-cdn.net/6030815/uploads/XJQSQ7IDLAWN/32b61c90-be50-4f8b-86ad-f28fa6925069.jpeg

    This is from a video by uslysss and most of you all

    know he used to use stretched res. Now you could make the argument this res is used for preferences/ performance and yes it is a valid point, but others might say it’s all for a competitive advantage which is also true

    https://us.v-cdn.net/6030815/uploads/DHBWFYYABEK7/a90c5137-6d47-46c3-aa91-5901a25720a7.jpeg

    Now this is a pic I got from someone on YouTube. Now before you say “ that’s not stretched res “ you have to take into account that his recording soft ware recorded it as 1:1 even though it was stretched with his Nvdia settings. Now you can play like this with black bars or without and it would be the same. Now that I got that out of the way how we can say this is for performance? And how can we even say it’s a preference, I’ve seen this res stretched to 16:9 and it’s absolutely awful

    https://us.v-cdn.net/6030815/uploads/3Z2Q3EGWW9RS/a0655192-ad96-495c-bad0-6b11a9c3eda2.png

    this person was playing on 1440 by 1440 btw

    As long as BHVR keeps allowing it...not much to do, yes it interferes with normal gameplay and gives the user significant advantage; but not much to do, worst part is that it isn't even the worst way of "blurred line between cheating or not", there are mods (which are allowed, like the ones almost everyone uses to change the perks images) that are practically cheats, that mark you all the stuff in the map (gens, windows, traps, totems, etc).

  • There's a much easier list.

    Tier S+: Nurse

    Tier S: blight

    Tier A: spirit - oni

    Tier "not a chance against high level top% matches": all the rest.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394471#Comment_2394471

    I'm a survivor main because I dont think camping is an issue but should be punished if it's not after all gens are done? The above comment decides to give up, camping straight away will not help you get better, if you're camping when no one is near you arent doing anything or improving. My suggestion punishes killers that just sit at a hook even if no one is there, that shouldn't be rewarded lol

    https://forum.deadbydaylight.com/en/discussion/comment/2394543#Comment_2394543

    It really is small, unless you're doing nothing but camping or "proxy" camping as people say, once again though it's one category and why should campers be rewarded?

    https://forum.deadbydaylight.com/en/discussion/comment/2394486#Comment_2394486

    If everyone comes to help sure, but if you're camping that early then it's an issue on your gen and means they're off gens, if it's a 1 or two getting the save then its usually a trade.

    i'm not saying camping shouldn't be punished, i'm saying you are not providing any solution to help them do otherwise by just punishing camping, because the reason behind the problem doesn't lay on the action itself or the idea that "they gave up". Just punishing camping won't help them improve either, just like the actual surv meta doesn't help survs get better at the game.

    People only complain about a certain issue and think prohibiting that 1 thing, solves everything....while the issue is much more complex than most people care to admit.

  • @EntitySpawn said:

    No camping isn't a problem, it just need to be more heavily punished especially when no survivors are near the hooked player. Yes some killer are better at camping but all killers can camp regardless or power or perks. Punish it and it wont be as common

    you clearly are a main surv who don't even bothered in trying to be objective and understand where the usual camping comes from...i'll give you a hint, read the comment above you to get an idea.

    Solving camping isn't just about punishing camping and ######### everything else.

  • @QwQw said:

    Yeah, Trickster has a horribly designed power in my opinion.

    I wish they gave him some sort of music-related power, but instead we got bootleg Huntress combined with Old Legion.

    "bootleg huntress" you're killing me man xD

  • @Kebek said:

    It's the same kind of problem that actual gen rushing is, meaning either game itself spawns or survivors just split it the moment game starts to 4 different gens before even the first chase is initiated. Then even single mediocre chase ends in 3 gens beiing finished by the time of killer gets his first hook.

    Exact same thing, one side does something that causes game to be short and boring for the other one without much they can do about it.

    But try fixing either without limiting players options or giving either side unfair bonus to their sweaty strategies. It's just not that simple if it's even fixable at all.

    Imo, incentives are the best way to go around addressing these issues, give actual rewards or make gameplay more rewarding and supportive of playing in a fun way for both sides. Trying to push for punishments or even mechanical limits to gameplay will just result in different kind of abuse, rendering any fix useless in the long run. Some small fair stuff can work but never anyting major (like the old, no hook progress when killer in x range of a hook "feature").

    it's not so hard to fix...BHVR just refuses to do it, very different things.

    +30 s to solo gen repair, less % bonus when repairing in groups, +10s to healing, if after 10-15s of someone getting hooked the killer still remains withing certain X distance from the hook (without beign in a chase) he stops winning points, if a surv keep repairing a gen while at a certain X distance from the killer while in it's terror radius he gets exposed.

    Start with that... let's see if the game doesn't become much more fun, with killers been able to have a couple of chases without losing 4 gens; with survs having to actually respect and fear the killer instead of finishing gens in their face or just pressing W without looping to win easily or unhooking in front of the killer; you penalize camping while encouraging the fun part of the game which are chases and you also push survivors to have to improve to win games (which fixes a lot the issue of tons of red ranks who don't even know the basics of the game, like looping, gen order or how to team up to unhook or save an unhooked person been tunneled).

    Again, might not be super easy to find actual "balance" on an asimetrical game, but it is possible... it's just bhvr don't care about it, it's not their focus; since the game itself is not bad, all they need to keep their player base or find new players is getting good licenses from time to time and add some appealing skins for their usual everyday players.

  • I usually spend money as a way to support a company from a game i play if said company does things right, cares for their game, cares to make it fun, competitive, and balances it to allow it to be enjoyed by everyone.

    Since BHVR doesn't fit in any of those categories, i spend $0 on the them, and although they have from time to time some cosmetics i actually like (like new blight one or bunny legions), i'd still refrain from giving them jack #########, they don't deserve it.

  • @MadLordJack said:

    This is what made you lose faith? Not the YEARS of broken promises, the sharp decline in any form of communication, the three broken chapters in a row, the worshipping of statistics, the ignoring of the playerbase, or the ever-increasing incompetence of map gameplay design?

    First world problems dear...

  • @1miko said:

    https://forum.deadbydaylight.com/en/discussion/268610/spirits-playrate-will-drop-substantially

    She has it even harder because of running footsteps not doing any noise during phasing if using Iron Will. But it's not like a real loss. Spirit is a complete pain to deal with, let us have a patch or two without her.

    it's not just with iron will... while phasing you can't hear footsteps from anyone. This wasn't in the patch and as a "bug" that already existed during PTB, BHVR knew about it... which makes me wonder, wether was implemented as a silent nerf, a test nerf or is just a bug and will fixed in like 1-2 months and we'll have to deal with it meanwhile.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/269180/the-key-nerf-did-absolutely-nothing

    Waiting for the typical, "Keys are rare" / "Keys are not like old mori" with a "Stop complaining" counterpoints.

    as someone who runs plunderer when playing surv to stack items for future use, my collection of red/pruple keys obtained almost every game would disagree with a person stating that.... not even kidding, i rarerly get a red map, and it's as rare to get a white item (because of the perk 2nd ability); but purple/red keys get spammed at me like if the game were telling me: "get em, get em, they are worthless"

  • @CornHub said:

    You got lucky and went to one of the better maps in the game. You could have gotten unlucky been sent to pallet plant & haddonfield.

    racoon is one of the worst maps, for both sides...it's just 300 rooms and tons of corridors, it's disgusting from every perspective.

    in Why? Comment by chapizwow
  • @Vulgun said:

    What I Need you all to Do

    Before I get started with what I am about to suggest and explain in great detail, I need the community to do one thing for me. This is both a feedback post and a social experiment; the experiment itself being to amass enough attention to this post (and one other that I will be posting in the future) that this gets to the eyes of not only just the regular developers of the game, but the higher ups.

    What I ask of you all is that you try to upvote this post as much as you can to catch the attention of multiple developers, if not also content creators, or even spread this around. You may not need to agree with what I am about to say, or explain, but let there be awareness to this post. There will be a post in the future that I will be making that will be even more important than this, but without your help, the developers will not listen.

    Dead by Daylight could be a fun game. But there are many problems (some I will explain in a future post) that hinder the game's overall quality, one of which being the power dynamic of the game. It's far too survivor-favored and that is a problem, as there are teams out there that decide to just go into a game, finish it as fast as they can, and the Killer, more often than not, cannot do anything about it.

    Role: Survivor

    Perks

    • The amount of Perks that are available to Survivor are reduced to 3.
      • The maximum level to get all Perk slots is reduced to 15.

    Reasoning

    For the longest time, this game has been far too in favor of the Survivor side.

    The Killer is on a very strict time limit to defeat Survivors; this same time limit is not applied to Survivors, as a victory for them is simply the ability to escape, even with one person escaping. The Survivor side has Perks and base game mechanics that can accelerate the speed at which games can end; it is truly and has always been in their favor.

    Survivors each have the ability to go to one generator a piece and complete it within 80 seconds; given optimal strategies, that means 4 generators can pop, at best and without any modifiers, around 80 seconds in total. This is not long and this already gives the Killer a huge disadvantage to go against, because multiple Survivors can be on multiple generators at once and finish them within 80 seconds or less, give or take any modifiers like toolboxes or extra Survivors on a generator.

    The Survivor also has the benefit of playing in third person perspective and looking around them, giving them very good locational awareness of the Killer and allowing them to make smart plays that can be countered by Killers to a degree. However, the ability to see a Killer and have such a perspective is far more beneficial thanks to the popularity of "Survive With Friends", as well as the infamous "stretched resolution" gameplay.

    Most of the maps in the game, including the very infamous Haddonfield, Badham Preschool or Gideon Meat Plant, will often times end up being very Survivor-favored, if not by the maps themselves, by the tiles that make up the maps. There are loops in this game that can be, for lack of a better word, either infinite, or take long enough to distract a Killer's precious time away from the other Survivors. Survivors also have various "god pallets", "shack", and many more things at their disposal to keep the Killer distracted.

    Survivors have too many ways to counter most Killers (except Spirit), but Killers typically don't have the luxury of being able to get even a kill or sacrifice against a competent team of players around their level or higher.

    What makes this even more frustrating for the side of the Killers is that they don't have the benefit of using "stretched resolution" exploits to see Survivors from angles not meant to be seen, or the benefit of using out-of-game communications to pinpoint where the Survivors are at all times, thus removing the need for any Perk that's meant to be for that specific information.

    Survivor players completely dominate the game; this is more prominent in SWFs who will run Perks that are, quite frankly, a little too overpowered and a little too overwhelming for the average or same-skilled Killer to handle.

    So I thought of a solution, as you saw above.

    The solution is to reduce the amount of Survivor perks by 1.

    What does this do?

    Well, for the average Survivor player (more so the casual side of the game), this is just one less perk, but should not affect your overall gameplay if you're still just looking to have fun, be chased, try saving others, etc.

    And for the casual SWF team that also wants to have fun, this won't affect you all too much aside from having to shuffle around different perks to really try and suit the new playstyle.

    What this will do, however, for the Survivors of the game that play in a competitive level or an overall high-to-top level, more likely with a team, is that it balances out the power dynamic of both sides. This removes your ability to utilize the current "meta" builds for Survivors and encourages you to experiment with your build to find a new meta. This also attempts to balance out your ability to overwhelm the Killer and dominate the game by making it so that the Killer typically has the advantage from the start (4 perks vs 3 perks).

    As you've likely guessed, this means the total amount of perks that Survivors can use in total is reduced to 12, meaning that teams will definitely need new builds. But that's part of the fun that's supposed to be in Dead by Daylight. You're supposed to experiment; and maybe the competitive Survivor role can find their new meta builds and team builds, but this is meant to overall balance out how powerful Survivor currently is.

    Now while this won't fix the issue of Survivors going on a generator a piece and having another Survivor go and distract the Killer, this would at least alleviate some of the power dynamic issues that the game has and would serve to be a gateway into even better changes in the future. The point of this is to give Killers a much more fair and realistic chance to go against Survivors, and to actually make Killer seem like the more powerful role (as they have 4 perks, and Survivors have 3).

    It would make the game a lot more fun and potentially a lot more balanced. Yes, you will need to adjust your builds, even if you don't run meta perks, but the experiment is supposed to be part of the fun.

    I think that this change would be a net benefit to the overall health of the game and would lead into potentially better game health solutions in the future.

    Postscript

    Anyway, this is all I have to say about this. I've a lot of work to do and will have a new post releasing either at the beginning of the next month, or the middle of it. The next post will definitely require the help of the Dead by Daylight community, whether you're Survivor or Killer, casual or competitive, average player or content creator.

    The next post I make is going to be necessary for the future of this game.

    didn't read everything, but even if whatever you present is a logical argument and even if you had an amazing idea to improve said issues... im sorry to tell you, BHVR doesn't care about game balancing or SWF balance; heck, they can't even fix the common bugs that bother everyone without creating new bugs or wasting 1-2 months to actual solve it... imagine the amount of ######### they give about an issue that doesn't really bother "everyone", even if it's a serious one.

  • Unpopular one: SWF's should get reduced bps and pip gains to balance the advantage they get during the game.