cyniChris
cyniChris
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2467853#Comment_2467853
No, they dont get tunneled. A random guy like you happens to face that killer and get tunneled.
Did you do it yourself?
Obviously not but the point I'm trying to make is if survivors (on a whole) didn't treat killers like crap after beating them, those killers wouldn't end up camping/tunneling for the sake of it. But hey, survivors are gonna be survivors I guess.
If I have to suffer cos someone else decided to be an asshat, I just move on to the next game. No big deal to me.
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I completely disagree that Hag's power encourages camping. She can teleport from 40m away by default. Anyone camping with Hag is playing her wrong.
As for her not being fun to go against, you're not playing against her properly. Disrupt her web of traps, set them off when she's busy, learn the trigger radius (3m by default, by the way) and trigger traps from the edge and immediately double back so she won't get a hit. Force her to chase by not letting her set up. Flashlights help, but you don't need them all the time.
Focusing on countering her can be incredibly fun when you know what you're doing. Plus most Hag players can't deal with being disrupted.
I will say Rusty Shackles is boring AF to go against, though. That addon really needs changing IMO.
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You think 32m is camping? So what happens when other survivors are within that range, as they often are - especially on smaller maps? If I see scratch marks near the hook, I'm looking for that survivor, not camping the guy on the hook. If there's a gen nearly finished behind the hook, and the rest of the survivors are in front of it, I'm kicking that gen then walking back past the hook, not camping the guy on the hook. But so many survivors immediately assume it's camping for the sake of camping.
The Chaser emblem starts to lose points when the killer is within 16m of the hook after 10 seconds with no other survivors nearby. That is camping. If you bring Kindred and see the killer the entire time someone's hooked with no other survivors nearby, then yes, they are camping. Otherwise, they're not.
As for tunneling, if the rescuer hides, that's the rescuer's fault. If the unhooked survivor runs into the killer, that's the unhooked survivor's fault. If the gens are going by too quick and the killer needs someone out of the game, so be it. You're not entitled to be left alone because you're near the killer. Run away, like you should be doing.
Also, "low skill" is complete BS. Are we just going to negate the skill it takes to chase, injure, and down a survivor because the killer is doing something the survivor doesn't like? If the survivor goes down in about 5 seconds, the survivor has "low skill" too. Skillful play and good game sense would be to focus on 2 survivors instead of all 4 and get someone out ASAP. That's the meta because of how tilted in the survivors' favour the game is from the start. It is near impossible to get 12 hooks every game without tunneling someone out early and occasionally slugging. Until the game is properly balanced, which it probably never will be, you're just gonna have to deal with these tactics you don't like.
This is yet another post where an entitled survivor main whines about stuff they don't like without looking at the core problems the game has. By all means, the devs could give a facecamped survivor a percentage of the team's points so they at least get something out of the game for wasting the killer's time. Punishing a killer when they're already losing from the start will do nothing but drive players away from playing killer, and survivor queues get long enough at peak times as it is.
Suck it up, take the L, move on to the next game, and pray the devs balance the game so that camping/tunneling/slugging aren't a necessity. Sure, you'll still run into players who do it regardless, but there'll be far fewer of them. Then maybe killer would be more enticing to actually play.
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It blows my mind when survivors escape against a weaker killer with off-meta perks and no "dirty" tactics, start acting like pricks about it, then the next game wonder why they get camped and tunneled...
They do it to themselves.
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Survivors, if you're going to complain about everything a killer does, why not play killer yourself, run into an actual good team, and find out how much of a frustrating experience it is?
The killer is not your friend. They are not there to babysit you and make sure you have a fun game. They are there to kill you. How they do it is up to them.
Would you, as a survivor, stop doing gens for 30 seconds for no reason whatsoever? Of course you wouldn't. So why should the killer stop trying to kill you?
If you get camped or tunneled, move on to the next game. If it gets too frustrating, find another game to play, because at that point, why are you even playing this game? What exactly is your motivation to keep playing when you seem to think you're going to get camped or tunneled every game?
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Yes. And I know you said no reasoning necessary but the simple reason it's fine is because it can be countered before it even activates.
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It's like the normal hit validation - you clearly hit, the server says no, and guess whose ping is actually higher? 90% of the time - in my experience, at least - the survivor's ping is 100ms+ while my own as killer is ~60ms (I get 30-40ms consistently in lobby, but judging from when I play survivor and can see the ping in-game, it usually only jumps up by about 20ms).
People have been wanting to see the killer's ping for as long as dedicated servers have existed, but mostly because of unfair hits on them as survivors. I'm fairly certain if we got to see the killer's ping, it'd often be lower than the survivor's in these situations. That's why we don't see it.
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I've been saying it for a while - survivors should spawn together at the exit gates, whether it's 2 and 2, 3 and 1, or all 4. Gens/totems shouldn't spawn within a certain range of the exits, so survivors would be pushed into the map. This would also mean killers wouldn't be pigeonholed into slowdown builds every single game, because the start of the match, where survivors are at their strongest, would feel a lot less unfair.
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Killer, the games are fine. Good survivors on my mains, slightly less-skilled ones on my others. Makes sense.
Survivor is torture. I'm getting bad killers who I can run around for several minutes with ease, but I'm also getting bad teammates who run scared the nanosecond their spine chill goes off and hide in corners all game. I die to these bad killers. My MMR goes down. I get more of the same bad players. It is INSULTING that I can run a killer for longer than the amount of time it takes 1 person to do 5 gens and this "skill-based" system is still matching me with the same terrible players because I die BECAUSE OF MY TEAMMATES.
The system is just counting kills and escapes. That would make a lot of sense for my killer games, as I generally perform pretty well, and for my survivor games, I play with friends who I often sacrifice myself for cos I'd rather they escape (cos they care about rank and I don't). That's the only logical explanation I can think of for me getting paired with babies.
It is not counting anything else besides kills and escapes. Until someone from Behaviour can prove otherwise - not just say it, PROVE it - then that is what I shall believe.
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I have over 3000 hours in-game. I have escaped against the likes of Dowsey, LilithOmen, and Scorpionz, to name but a few. Admittedly, I've also died to them several times, but still - these are top-tier killer mains.
Since this "skill-based" system has been enabled, I have had nothing but babies. My teammates sit in corners and refuse to do gens while I run killers around for several minutes at a time. I get downed and see NOBODY doing gens. I die because I run out of resources or the killer bloodlusts their way through chases, or I end up dying on my first hook because of NOED. I finish games at the top of the scoreboard most of the time - even if my teammates escape. I am very clearly more skilled than anyone else there in the majority of my games, and that is NOT me being full of myself.
Because I'm dying to these awful killers through no real fault of my own, my MMR goes down and the cycle of bullshit continues. I am in MMR hell.
I am 100% convinced that all this "skill-based" system does is track kills and escapes. That would also explain why my killer games are against good survivors most of the time and I'm literally facing comp players half the time on my mains.
I would love for a dev to tell me it's not just kills vs escapes. I'd love for them to say the system doesn't reward camping, tunnelling, and NOED. I'd love for them to say teammates' actions are taken into account when calculating MMR. But they won't, because it's not true.
All this "skill-based" thing has done is raise my blood pressure. These are the most frustrating survivor games I've ever had. I am being punished for my teammates being #########. That is in no way a fair system.
The rank system, for all its flaws, at least led to fun games. This is torture and there is no escape other than uninstalling the game.
Guess I'll go play Hunt: Showdown or get back into an MMO. New World's out soon, and it's pretty fun. That's right - fun, which every day feels more and more like a foreign concept to Behaviour.
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Meanwhile, I'm in MMR hell.
I just ran a Trickster through 3 gens after finishing one myself, then did half of the last one. He never even injured me during this time. Exit gets blocked with No Way Out, he downs me with NOED after I run out of pallets, and I die on my first hook because he facecamps and my team do nothing.
Am I right in assuming I'm punished in this "skill-based" system for this? Because this is how the majority of my survivor games have been. These have been the worst and most stressful survivor games I have played in three years of playing this game. If this is permanent, I'm done.
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I've had about 10 survivor games today. 5 killer DCs, 1 killer AFK, 1 refused to chase. Oh, and the last one had a survivor DC.
The state of DBD right now is a joke.
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Is he not getting cosmetics cos he's unpopular or is he unpopular cos he's not getting cosmetics?
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I agree it's frustrating to begin with, and a lot of objects are very inconsistent, but once you learn what doesn't have collision, you'll be able to take advantage of it or play around it.
Lilith Omen put out a great Blight guide the other day. Check out the Map Awareness section, it should help:
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Iron Will wouldn't be so bad if not for instances where footsteps are silent. Sound tracking is still very important.
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It's not just killers, and as far as I'm concerned, whoever does it is cheating. It's complete BS to be hit after a pallet drops, or when you're running away from a window, or to miss a survivor that's in your face only for them to jump forward after. It's unfair to both sides and the "hit validation" doesn't help.
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He's very difficult to learn, what with hitboxes being as inconsistent as they are, and he probably has the highest skill cap of any killer in the game. Easier to learn than Nurse, but harder to master IMO. A good Blight main is almost unstoppable.
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Agreed that at the very least, it needs splitting into two. Either top floor and bottom floor, or the east wing and west wing. Either way, it's too big at the moment. Couple that with it being terrible to navigate, and it's just not a fun map.
See that survivor on a gen on the opposite end of the map with BBQ? Yeah, you're not getting to that before it pops. Hear a survivor on the floor below? Good luck finding stairs or a drop. Hook in front of you been sabotaged? Odds are you won't be getting to another one. And don't get me started on the god pallets in the halls or the infinite in the east office downstairs.
And it's just as bad for survivor. Run to the wrong room and you can literally be in a dead end. Want to find a gen without Deja Vu or Visionary, or a totem without a map? Good luck with that. Want to escape the basement vs a Hag or any killer who can get back there quickly? Not gonna happen.
I'd love to know what was going through the devs' heads when they thought this was a good map. It's not fun for either side to play, and I'd happily take the 5 minute DC penalty (when it's back on) than play on RPD.
God help us when the offering is re-enabled.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2362636#Comment_2362636
We had it without the infection boost during early testing. It was really unfun to play against, so it had to change. Having played both versions, honestly the live version is far better.
I totally sympathize with feelings that it makes the tentacle less useful than it could be. But having seen what it's like in the more powerful state, we know it was too much.
The cooldown is what, 2.5 seconds? And Nemesis has to catch back up after that and deliver 2 more attacks to down the survivor. The only situation in which this would be "unfair" is if the survivor was already injured, in which case they'd go down anyway because any player with half a brain would just M1 at that point.
Meanwhile, Trickster's getting buffed to be able to take a survivor down in about 3 seconds. How is that perfectly fine to go against but a 2.5-second cooldown while the survivor can keep making distance is unreasonable?
At the very least, put it on the next PTB and let the players decide how "unfun" it really is. No-one's saying the change ever has to make it to a live build. Unless, of course, the Public Test Build isn't for actual testing purposes...
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Definitely needs rebuilding from the ground up, if only to better prevent the game collapsing on itself whenever new content is added.
Matchmaking will never be perfect. That's something we're just going to have to deal with. It could be better, and they're working on it.
The hit system is fine, when everyone has a good connection. They just need to redo hit validation so high ping players don't ruin it for the rest of us. Same goes for pallets.
Cosmetics are what they are.
As for the game not surviving, it's just peaked on Steam. As vocal as we are, the minority are the ones who complain. Most casual players will keep the game afloat.
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Gen speeds aren't a problem - spawns are. Survivors more often than not are spawned spread out and close to gens. Running Lethal Pursuer every game for the last week, I can count on one hand the amount of times this has NOT been the case. Most of the time, they're already on gens before I can even move. If they spawned together and not right on a gen, it'd be a lot fairer.
As for wiggling, it's there to prevent the killer taking you across the map or to basement every time, not so you can get a free escape.
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It's not a matchmaking problem - it's a player base problem. There's not enough rank 9 survivors & killers queuing up when you are to match up with your rank 9.
As far as I'm aware, matchmaking is supposed to search for players close to your rank. If it can't find any within a given time, it'll expand the search until it finds you a match. This is why queue times get as long as they do and still result in wildly mixed ranks, and it'd only be worse if you wanted to wait for more accurate matchmaking.
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New content is fine, as long as it works.
Here's the thing, though: The PTB will come out tomorrow. It will be full of bugs, the new killer will be either messed up or unbalanced, people will flock to the forums and Twitter to give feedback, and absolutely none of it will be taken on board. If the devs do decide to make changes, the changes won't happen until after the DLC release, by which time - much like with the Twins - everyone who had even the slightest interest in playing the new killer will just go back to their mains or stop playing.
The problem isn't new content. The problem is the new content not being ready for release, and being pushed out in a broken/unbalanced state anyway. Blight was released six months ago, and is getting an FOV fix with this upcoming DLC. That FOV fix should have been in the first patch after his release. How long will it take for this new killer to be in the state they should be in?
If there is a problem with the new DLC, the best thing Behaviour can do is delay and fix it. But they won't, because they know people will buy it anyway.
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The Devout emblem is broken:
I got a 4K in this match, which should usually result in a gold Devout emblem, if I'm understanding how the emblems work properly. For the record, there were 6 hooks in this match as the survivors basically threw the game after the first couple of hooks.
Not sure why Gatekeeper was silver, either - only 2 generators were finished. I can kind of understand the rest being silver due to there not being many chases. I know Gatekeeper is time-based, so did the match just not go on long enough for Gatekeeper to be higher, or is Gatekeeper also broken?
I have never de-pipped from a 4K, and I've safety-pipped from 4 hooks before.
Patch 4.5.2, by the way. Match ended about 20 minutes ago (around 5PM GMT on Feb 25th).
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Slowdown addons removed/nerfed and a speed reduction when setting snares. That's the most he'll get.
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You get pushed out if you're already there, but you can crawl back under still. This bug has been around for over a year and the devs said a fix would be in the next release (which was Chains of Hate, I believe). It's probably not getting fixed any time soon.
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Patch 4.5.2: I am still missing survivors when I am touching them. Some lunges literally curve round them like I was bumping into them, and I still miss. My ping is usually around 30-40ms, and never above 60ms. What the hell is going on?
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Matchmaking being bad is mostly due to a lack of players. There aren't enough players across all ranks to create balanced matches. And more to the point, you can reach red ranks on either side with maybe 100 hours played, but then you could get matched with someone who has over 5000 hours in-game at the same rank. That's not even remotely fair. Plus ranks get reset every month, meaning someone can take a few months' break from the game and come back at a much lower rank. They'd demolish anyone they get put against til they got higher in the ranks. Ranks need to go. It's that simple.
This MMR system the devs are working on won't be any better, by the way, and the fact that ranks are still going to be displayed will result in a lot more complaints about mismatched ranks.
Complain about camping and tunnelling all you want, but they're both viable (if unfun) playstyles. Same goes for the survivors who go out of their way to bully the killer. Players will always find the most annoying ways to play any game, and trying to stop it will do nothing but ruin it for those of us who want to play fair and have fun.
Introduce a mechanic that punishes camping? The survivors will find ways to abuse it. As for tunnelling, I'm sure you've seen survivors throw themselves at the killer or find ways to bait them into downing and picking them up so they can use Decisive Strike.
The best way to stop, or at least reduce, camping/tunnelling? Reward not doing it, instead of punishing it. Remove the silly 8000BP per-category cap, and throw in a bunch of extra BP for not camping and for chasing other survivors. As for survivors, give them extra BP for risky plays (bigger bonuses for safe unhooks in the killer's terror radius, for example) and actually working as a team. Maybe even give survivors bonus "distraction" BP if they're being camped/tunnelled, so that they at least get something out of their bad experience.
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I have no idea why Bloodpoints and Iridescent Shards aren't part of the rift. 500K total BP and maybe 5K total Shards would be nice. It wouldn't be crazy to put Auric Cells on the free track as well, as high-tier rewards. Maybe 100-200 in total?
Also, why so many reskins on the Premium track? A reskin doesn't feel "premium" - it feels cheap. If the cosmetics take too much time to make, why not throw one of the older Auric Cells-only store outfits on there? I'd be fine with that every now and then.
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2 hook states is 2 minutes. A single generator takes 80 seconds. If 3 survivors are on 3 separate generators, that's 3 gens done before the hooked survivor dies. The problem is most survivors are too ballsy/stupid to do this.
As for tunnelling, TAKE HITS FOR YOUR TEAMMATES. It's absurd how many survivors are afraid to take hits. Against some killers it's easier said than done, but if you're the type of survivor to rescue someone then hide, you're at fault - not the killer. If they still ignore you to tunnel, go do gens and hope that the guy getting tunnelled is decent at running the killer around.
Not ideal solutions, especially for the person being camped/tunnelled, but it's a team game - win the game for your team and maybe that one guy's sacrifice won't be in vain.
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@EvanSnowWolf said:
So you want them to back to SOLID walls and actual infinites?
They cover up previously-open doorways, some of which were implemented to REMOVE infinites (ie; Groaning Storehouse & Ironworks of Misery main buildings). The breakable walls add the infinites back with what is basically a pre-dropped god pallet.
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Being able to activate Coup de Grace manually should already have been a thing, so I agree with that change.
Nerfing Pop like that, after it's already had an arbitrary timer nerf? Nah. Pop is fine. The only time it's annoying is when the last 3 gens are close to each other, or if the survivors don't have separate gens going.
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That's down to a lack of players more than anything. It's not a fault of a matchmaking system if the players simply aren't there.
If you want to wait until 4 other people of the same rank as you are queuing up, then expect to wait a lot longer than you already do, which is far too long as it is.
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Another killer main who thinks every SWF is a sweat squad. You know people like to play with their friends, right?
Anyway, regarding DS, you're either gonna get hit by it a lot less, or your matches are gonna slow down because someone badly wants to hit you with it. As long as you target the survivors doing gens - as you should be - this change will not be a problem.
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Camping and tunnelling are effective because survivors are stupid enough to try and make the save, giving the killer more points in the process. Stop letting the killer get away with it by simply doing gens and escaping.
Putting systems in place to stop camping/tunnelling will only ruin it for the killers who try to play "fair", because those who don't simply don't care either way.
You will never stop such behaviour, because there are always players who go into games - not just DBD - to ruin everyone else's fun. Deal with it.
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You can't force people to play a role they don't want to play. If I'm getting screwed over by bad hit validation, bad auto-aim, laggy survivors, unfair map RNG, and stacked meta perk SWFs, I'm not gonna want to play killer no matter what you give me for it.
"But what about camping/tunnelling/slugging", I hear you ask? I'd rather deal with one person's toxicity than four. And I think it's safe to say a lot of players feel that way, because otherwise we'd have more killer players.
Hit validation should prioritise low ping. It doesn't seem to. Perhaps the servers should check positioning more often as well as validate the hits. I'm not sure how it currently works, but there's clearly something wrong when I'm missing survivors point blank with 200ms+ ping when my ping is 30-40ms.
We should be able to turn auto-aim off. The amount of times I've been thrown into a wall instead of the survivor right in front of me is ridiculous. It's a simple case of adding an on/off option, and would solve a lot of issues.
Map RNG needs addressing. For every dead zone, there's instances of double pallets on small tiles or strong loops connected to each other. Tiles should be set, and RNG should be used to dictate tile orientation and pallet/window locations (where applicable). Generators should not be spread so far apart on some of the bigger maps, OR those bigger maps should be reduced in size. Breakable walls need to be optional for shortcuts (ie; Midwich bathroom stairs, Coal Tower top floor openings), not mandatory for removing infinite loops (ie; Groaning Storehouse/Ironworks of Misery main buildings).
After that, work on balancing perks, etc. and killer might actually be less of a chore to play.
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Survivors would use that option for every killer they die against and we all know it. This will lead to those killers not getting matches, and quitting the game. You know what that means? Longer queue times for survivors.
We need more people to play killer, not less.
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PC player here with 2.5K hours.
I can safely say without a doubt in my mind that crossplay does NOT favour PC players at all. The amount of times I've had a console survivor with bad WiFi at 200ms+ ping lagging through my hits or vacuuming back to pallets they're 10m+ away from, and the amount of console killers who hit me after pallets have stunned them or through windows when I've vaulted them several seconds prior, is absolutely ridiculous.
It's been worse since "hit validation" was activated, as it prioritizes high ping for some absurd reason.
What advantages do you think PC players have, exactly? Apart from being able to aim more precisely with ranged attacks, of course.
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Pressure gens. Stop over-committing to chases. Bring slowdown perks. Slug someone and chase another person.
Gen speed is not a problem - map size and generator layouts are problems.
I will say Brand New Parts need removing/changing, though, but they're not overly common.
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I hate going into whataboutism but look at how many second chance perks exist for survivors. NOED is fine, and can be easily countered:
- Run Detective's Hunch with a Rainbow Map (or a normal Map & Red Twine addon). When the first gen is done, sprint across the map (Sprint Burst works a charm here, but isn't 100% necessary). If you see any hex pop up, read your map and you'll know where almost all the totems are from just one gen finishing on the majority of maps. Use the Crystal Bead addon if you want your whole team to see the totems, as well.
- Run Small Game. Pray that you don't get a Trapper or Hag. Listen for the audio cues and work out where the totems are.
- Simply look for totems as you're going from gen to gen or for unhooks. Eventually, you'll remember the sneaky totem spawns and know where to look.
- Leave if you know NOED is up. Too many survivors rush hooks, get downed, and give the killer more points. Side note: this is also why camping is so effective. It's better for one survivor to die than all four in situations like this.
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There's not enough people playing, especially on the killer side, for matchmaking to be accurate without it leading to ridiculously-long queue times.
Unless the game pulls players back in with future DLCs, the reintroduction of the MMR system won't improve things - we'll see wildly different skill levels across the board, and ranks will be all over the place as they're going to be used for BP rewards only. Will players be properly informed of this in-game? Probably not, which will lead to even more confusion and annoyance.
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@smappdooda said:
https://forum.deadbydaylight.com/en/discussion/comment/1885042#Comment_1885042
Careful. If you complain too much Ethan will come in and tell you to stop bitchin' like he did to that player about color blind options.
And if that's the attitude anyone at Behaviour chooses to take, they shouldn't be surprised when the game dies and their revenue stops coming in :)
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This has been suggested so many times. It blows my mind that the devs can't be bothered to make this change. Lag and input delay cause people to die in the struggle phase, which is unfair and annoying. Skill checks similar to cages will mitigate this, at least, as missing one doesn't kill you outright.
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This isn't a fault with the matchmaking system, and any kind of skill-based matchmaking they implement would produce similar results, for one simple reason:
Not enough people play killer.
There simply aren't enough killers across all ranks for matchmaking to be accurate. This is why survivor queues end up getting so long - the game tries to find a killer close to the ranks of the survivors, but it fails to do so because they're all either in matches or not playing.
Killer needs to be more enticing to play, but instead killers get screwed by auto-aim, stuck on invisible objects, have their hits ignored by bad hit validation, or - most commonly - have to put up with 4 other people being incredibly toxic towards them. Granted, killers can be just as toxic, but would you rather deal with 1 person's toxicity or 4?
I stopped playing as much killer because of how unfun it is to play when you have to put up with so much stuff that shouldn't be happening. If it was just the toxicity, I could handle it, but now it feels like the game itself is actively sabotaging my experience, so why should I waste my time?
DBD is in the worst state it's been since I started playing in 2018. The only reason I, and I assume many others, keep coming back is because there's no competently-made competitor. And because there's no real competition, the devs have become incredibly complacent, making minimal effort and changing things nobody asked for. If just for once, they listened to their community instead of making all of their decisions based on statistics, the game would be a lot less of a chore to play.
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My ping is consistently 30-40ms. As killer, I face survivors with anywhere between 60ms and 300ms. Hits literally go through them at an increasing rate - especially the ones with higher ping.
Meanwhile, when I play survivor, my ping is still 30-40ms and I get hit from miles away by killers.
I'm seeing more and more opponents from other regions, as well - I'm EU and I see a lot of players from NA or even Australia, according to their Steam profiles at least. VPNs, I assume? This feels like an exploit and it's making the game a chore to play on both sides.
This hit validation does not work. Or rather, it favours high ping, and people are abusing it.
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So what happens when you get unhooked while the killer is about to hook another survivor, they get hooked, you lose your DS, and the killer goes straight back for you? Doesn't seem like a good idea IMO.
All it needs is disabling when the survivor works on a gen or cleanses a totem, because you're not being tunnelled if you're able to do either of those things.
Also, @KaldakaGreyTwitch - we've got to stop running into each other like this ;)
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I think the bigger issue is the status effect icons in general don't explain their effect. If we had an optional text popup to explain stuff like this, it'd make the new player experience a lot better. For example:
- Mangled: You take longer to heal
- Hemorrhage: You leave more blood trails
- Exposed: You can be downed in 1 hit
- Undetectable: You have no terror radius and emit no red stain
- Bloodlust: Your speed is temporarily increased
And so on.
It's just a few words on the screen. It doesn't have to be intrusive. Just tell players how they're being affected by things. Icons and names mean nothing to new players.
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I've noticed zero difference. If the killer has high ping, I'll still get hit through windows, pallets, and so on. Huntress hatchets will hit me round corners and even through walls.
Meanwhile, when I play killer, quite a few of my hits go through survivors without being considered a hit, despite my ping being around 30-40ms.
This "hit validation" honestly feels like a placebo.
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The auto-aim/aim-dressing exists to cost the killer hits. The amount of times I've hit doorways, walls, etc. because control has been taken away from me by the auto-aim is actually ridiculous.
The vast majority of killers would perform significantly better without it, and I think that's why there's no option to disable it.
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@Almo said:
You are correct, but changing what Merciless means, if done properly, will require more work than just reverting it to 4k. The idea would be not only to change the requirement (to whatever it becomes), but also to clarify to the player what's going on with it.
I mean no disrespect, as I'm sure working on the game is a lot harder than the vast majority of us think, but this sounds like a pretty weak excuse to just not change it, as far as I'm concerned.
If a survivor can get their adept without even completing their objective (ie; hiding all match and escaping, or using a key for an early escape), the killer should get their adept from a 4K. Instead, it's insanely difficult by comparison due to the awfully strict emblem system.
Change it so a 4K = Merciless, but Merciless =/= double pip. Is it really that complicated?

