drsoontm
drsoontm
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@VaJaybles said:
I'd like something that also includes easy reports for cross play. Hacker on steam, better spend a hot minute trying to track them down, if at all
Today I was still pissed about yesterday so I've just spent 30 minutes reporting a cheater. (Typing the initial text, editing the video, uploading the video, submitting the additional report ...)
They need something like in Rainbow Six Siege. (Automatically keeping the full replay of the last few games on disk)
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2827944#Comment_2827944
https://forum.deadbydaylight.com/en/discussion/comment/2827950#Comment_2827950
I think you guys are seriously underestimating how much money motivates.
It didn't seem to matter much for Deathgarden : deaf to the end.
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It's not very useful as any killer worth his salt will know about flashlights and handle them. The occurrences where a save really works are so rare it's a wasted slot.
On another hand, to bait flash-light squads it's pure gold. 😁
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@MrPeanutbutter said:
Soon™
Also known as Never™. 🤣
@Veinslay said:
You'd think if they could put all that effort into making sure the server recognizes the E to outplay, they could do other checks too. Cheating is fun for survivors tho so they dont care
Given how many people are properly disgruntled by this, they'll have to care soon.
@SleepyWillo said:
This. Just had a match where this Zarina kept sprint bursting away. And when I caught her while she should be exhausted - I STILL couldnt catch up to her! End game screen she doesnt even have a single exhaustion perk equipped. These players arent even trying to be "subtle" anymore...
Its not like they are likely to be reported and banned, given the hassle it is. And if they aren't on Steam, how even fill the ID in the report?
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2827923#Comment_2827923
I mean, we're already at 0 so it shouldn't get much worse.
They could encourage it ... ? (lucky us)
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The MMR, the imbalance making killer a pain to play at higher ranks, the cheaters, the boons.
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I encounter it very rarely.
I expect it when the killer isn't very experienced. Usually it allows him to get one down, more or less.
It's extremely rare on experienced killers. (Unless, maybe, they are going for an end-game build.)
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@ThiccBudhha said:
Because NOED is not the meta.
Meaning it's fine.
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/312009/ds-bt-ub-dh
DS: Requires you to not pick up the survivor who was pulled off the hook the past 60 seconds, as long as they haven't done anything to progress survivor states.
BT: Requires you to either not be at the hook during an unhook, or simply not hit the unhooked target for 8 seconds.
DH: Can be uncounterable, so to what degree do you need to 'expect or respect' this perk?
UB: Just pick them up.
DS + UB: Leave them slugged and let them burn their one shot at UB, or let DS time out. Either way, they're on the ground for an extended period of time and cannot help their team.
NOED: Find and cleanse all five totems and hope the killer has NOED. Failure to clear even a single totem means all effort wasn't just wasted, it was actively detrimental to the survivors' chances of escape.
Seriously, DS is the perk with the most light-weight counterplay in the entire game, and you're trying to compare it to NOED, which has by far the most overweight counterplay in the entire game.
Agreed on DS and BT.
I wouldn't call DH uncounterable (except maybe for Nurse) because you can usually bait it out.
NOED doesn't require the survivors to clean 5 totems. (Beginners do that though, religiously). Usually the move is to clean the totem once it's required. After all, spawn points are known and smart survivors will remember where they found totems in the game without destroying them. The interesting by-product of this relatively weak perk, (one down, at most, if the survivors have a modicum of experience) is to prolong the game a bit.
Yesterday my team went against a very weak trapper. NOED was expected but we didn't do anything about it. We laughed with the first down confirming NOED. We proceeded to play stupidly (but having fun doing it) and he managed to get two kills.
Had we played smart we would have destroyed the totem, 99% the gates and do a 2+men unhook and got 3 or 4 escapes.
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2825052#Comment_2825052
Yes, because in a meta that's Blight, Blight, Blight, Spirit, Blight, Huntress, Facecamp Bubba, Facecamp Bubba we really need to discourage killers from playing fairly and play as sweaty, tunnel-y, and camp-y as possible.
The same way we need to discourage survivors to use unpleasant tactics?
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2825853#Comment_2825853
Again: How do you know they're the best players, since MMR is hidden?
Also again: Why only look at that level?
You don't know the DbD charts? Have you ever watched a tournament?
Do I really need to state that it would be foolish to look the game from the point of view of beginners?
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@Aurelle said:
So I decided to try a new build with Head On, Quick And Quiet, Blast Mine, and Flashbangs and the killers I went against were not happy with it.
I had this one Bubba on The Pale Rose who I kept stunning with Head On and Blast Mine. Safe to say, he was not happy and camped me. Then I had a Artist who tunnelled me because of Head On. Then I had a Nemesis on Eyrie Of Crows who also camped me.
It's like I'm not allowed to have any fun in this game without getting tunnelled or camped. 😑
They don't have any sense of humor. I would probably have given you hatch after such a play.
Years after I've versed them, I still remember some survivors who played weird or fun (not their names though, unless I've added them to my friend list). A Ash who managed to smack me several times with a locker. A Ace who first puzzled me using flip-flop.
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Every single time a survivor has been dancing at the exit line, only to be flipped by a blink attack then hooked. A salt mine that one.
Hasn't happened for a while though.
--
That Nea who was making noise in Lery right next to the hatch, unaware I was preparing a max-distance blink from the other side of the wall.
I've landed on top of it and closed it right in front of her.
... awkward silence ...
She didn't even move after the first hit xD.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2825338#Comment_2825338
So aggregate data does not qualify as evidence, but the opinion of select individuals does?
How do you know they're the best players, and why only look at that level?
Yes, broad raw data doesn't mean anything. The devs have told so many times by the way. If this fact doesn't register, I cannot help you with this.
You look at the highest ranked players in the charts and listen what they say and their arguments.
Don't worry about it. You'll get it yourself in a couple thousand of hours I guess.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2825046#Comment_2825046
I mean, if we're going by that, then the nerfs he listed for killer falls into the same category.
Some where, yes.
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2825199#Comment_2825199
I'm not saying there were strong evidences presented for the other side of the argument. This is however the obvious conclusion anyone reaches after having played for a long time.
It's the conclusion anyone *on this forum* reaches. But these forums will also bend over backwards to discredit any evidence to the contrary, so it's not like these people are devoid of serious bias.
I'm not looking at this forum. I'm rarely here myself. I'm looking at the best players of the game who have played it for a long time.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2825093#Comment_2825093
Broad data is really weak evidence, but it is still evidence.
Again, it's more than the 'game is survivor-sided' theory has, which has never presented any evidence, weak or otherwise.
https://forum.deadbydaylight.com/en/discussion/comment/2825163#Comment_2825163
Stats showed that SWF has a 15% higher escape rate. Now if solos reach the same level, the devs obviously need to do something for killers.
Not necessarily. If Swiffers are at 50% escape rate and solos are at 35% escape rate, then bringing solos up to par with Swiffers wouldn't warrant any buff for the killer side.
Swiffers having a 15% higher escape rate does not immediately indicate them as being OP, since it's not benchmarked.
All the statistics are saying is that, in the grand scheme of things, there is some kind of balance. It may be heavily influenced by new players not staying long, or the opposite : it could mean anything and thus means nothing.
I'm not saying there were strong evidences presented for the other side of the argument. This is however the obvious conclusion anyone reaches after having played for a long time. Note that it doesn't matter to me anymore. I've given up on the game months ago. I use it as a party game while debating in Among Us (or any other game with action down-time) and that's all.
You are assuming bringing solo up to SWFs will not buff the SWFs too.
Meanwhile, the game is steadily bleeding players and the queues keep increasing. The trend will probably stop with the Ring release before resuming a month later. I doubt they'll ever fix high-MMR gameplay for killers. I don't think they can.
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@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2825103#Comment_2825103
Snares => slow yourself down so a survivor maybe slowed down.
Dream pallet => place em where you want and get a guaranteed hit if they actually pull it down (unless it's stun bug returns)
Fredlets snares are just boring and slowing yourself down is crap with the pallets you can decorate the maps how you like.
You don't understand. That was said before the slow-down nerf. That nerf made that statement true.
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Now that you mention it, boons are the one area effect that shouldn't go trough floors.
Expecting the killer to move to the top floor to snuff a boon helping everybody one floor down is insane. Only the Nurse can do it with a relatively minor penalty.
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@GoodBoyKaru said:
me, using pallets every game because snares are a lot clunkier, a lot more effort, and all for a lot less fun
I don't remember what BHVR employee said publicly that the pallets were better than the snares (cue the world-wide face-palm).
Now it may be true.
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Well, I've been away for months, several times. I usually come back when some broken mechanic is fixed (hatch, DS, ...).
I don't think I'll stay long though. Boons are a pain and the MMR sucks (I'm getting mostly extremes kind of plays, neither is fun).
Tomorrow, I may stop playing for a while again as Elden Ring will be out. If the new boon makes it into the game the 8th of March, I may not be back for a long time.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2825018#Comment_2825018
Still more evidence than the 'game is survivor-sided' theory.
Broad data is no evidence.
For this to have any meaning, it should be split by recent game time (as experience can drop) for both sides, SWF games, solo games (and all shades between them) and MMR brackets.
Distributing the games between all these categories can change the value and meaning of these numbers significantly.
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It's a bit of an exaggeration.
That being said, in the chat I sometimes say the real killer in this game was one of the survivors. (Whatever role I may be playing).
_ The teammate who does an BT-less unhook before the killer could even turn.
_ The teammate waiting at a pallet when another one is being chased, sandbagging him, downing the pallet, moving the body on the side of the killer. (comedy gold)
_ The teammate looping next to the hook
_ The teammate doing nothing all game
_ ...
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Survivors spontaneously drop their item at the doors or next to the hatch when I've already let them live and leave. I don't ask for it and I don't mind if they don't do it.
It happens more often when I've purposefully not done a third hook several times.
I understand this as a "thank you".
Dropping the item when the game is still ongoing has no effect on my plan. It's more likely to get them downed though. And if I believe a survivor has given up (sad, I know), I'll finish him.
If you are a good survivor teamed with inexperienced ones, I'll most probably do my best to keep you alive until the end and kill the other ones after giving them several chances. Just play normally.
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No problem found but I've always played both sides : Claudette during the day, Sally at night.
Survivor games are easier and sometimes even hilarious. Solo can be difficult as you are sometimes grouped with headless chicken studying the insides of a locker all games. However this is not the rule.
I sometimes laugh as killer : a random hatchet long-range guess hit, a predicted grab with no visibility, an induced jump scare-panic ... but that's the exception.
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@xMain said:
Please just let him hit you with his chainsaw before you leave. All of us here who can't/don't play Billy are having a hard time with this challenge, so an extra few hits could help.
Step one: kill one survivor fast to slow the game down.
Step two: chainsaw remaining survivors without ever hooking them.
Step three: when you have reached the 7 downs, either go take a coffee, or put them out of their misery.
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It's just called playing at high MMR.
The more "casual" ones (lag-switch) are everywhere though. Can you imagine the server allows pings above one second? Players at 100ms are already a pain to play against with the bloody validation.
I've given up on reporting them now. It's a waste of time.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2823280#Comment_2823280
As a team, we only completed 2 generators. I did 1 all by myself, and co-op the 2nd. I also unhooked two people, and healed like 3 people.
But the killer struggled to find me.
Interesting that you share the same animosity. What is an "immersed gen-jockey" ? You expect me to sit on generator, let you see me, and then go on a chase every time?
The "animosity", as far as I'm concerned, is for survivors not helping their teammates. Hiding is only correlated with this. Again yesterday I've made a point to kill the last survivor of a team (instead of the usual hatch drop) because the little prick didn't unhook the best player of the team when I was nowhere close. It was so disappoing.
I have nothing against survivors playing immerse. I just don't enjoy to play against them. The game, as far as I'm concerned, is about chases and evasion. It's also about taking one for the team. I'm pretty certain I'm not alone feeling like this (both as killer and as survivor).
I love that moment were survivors use their skills to break another's chase. It's way more interesting.
e.g. taking a hit and body blocking (except against Nurse) or something requiring more skills like accurately blurring the tracks with their own.
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2823280#Comment_2823280
Oh yeah there is this very special case where the survivor just hides in a closet for the majority of the match, only ever moving to avoid the crows. I have had a few of this and if at this point the last other survivor gently points me to this guy I will gladly take the sacrifice and give the other one their pick between hatch and door escape. Might even throw in an extra chase and wiggle if he teabags the little coward.
I see a couple like these ever thousand hours. They usually die bleeding out, sometimes with another survivor nagging them before leaving through the doors.
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DS: I've often thought it was unfair to have a free escape by DS during EGC. Then I realized it means that either the killer hasn't managed to get the survivor or that he has played "fair" like a sucker. Ergo, it's fine.
BT: The time seems just right. A shorter time would make it pointless and a longer one would make it too powerful.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2824398#Comment_2824398
DS changed to be removed by actions.
Hatch rework to only let one out.
Boon overlap removed.
He should have specified : "a perk or mechanic that wasn't utterly broken to begin with" ...
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And the sky is blue ...
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It's probably not 90%. If it was that much, surely the devs would have nerfed it a long time ago.
That's how they've chosen to nerf over-used killer perks in the past.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2823261#Comment_2823261
they need to remove the bloodweb and make a shop like every other game
I like map offerings, they keep me from getting my 7th midwich of the day. It's only really abusable in the hands of 4-mans and the masses shouldn't be punished for it.
Map offerings I see: RPD, Haddonfield, corn, the one that can lead to Mother-dwelling, ... very annoying maps.
If teens want to get smacked offering Midwich or the Game, I'm all for it though.
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I usually expect a NOED from a killer with obvious lack of experience and at high MMR.
Rarely in between.
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That doesn't sounds like the complete story. Hiding is fine, even if it's just boring.
If survivors hide very well (pretty rare) I'll often let them do all their gen in peace an leave. I'm there to chase and be evaded. I have no interest for immersed gen-jockeys. They can take their ~13K bloodpoints and enjoy the next queue.
However, if one survivor is so much into hiding he doesn't help his teammates, it tends to annoy me. I often ensure he will not exit the game through any door. I'm pretty sure this feeling is shared by many players.
This should cover all the cases that come to mind about hiding. See which one applies to you.
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@Nicholas said:
Just loading into a lobby will get you tunneled and camped. Players are so fickle. Bring X perk or item, wear a certain outfit, play a certain character, successfully stun, cleanse a hex, and many more are all reasons people use to justify their tactics.
To be perfectly frank, the one perk that did justify a tunnel was pre-nerf OoO. Many players have not been gentle with their users.
Last second-switches, especially pre-nerf keys wasn't very much appreciated either.
That being said, there is no need for anyone to justify any tactic they use.
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There are still people playing Spirit at high MMR?
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You call "cheating" a benefit?
Are you sure that's how you want to present it?
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Flashlight groups are funny. They are a pain for the unsuspecting killer but otherwise they are usually a promise of a good game.
They can be equally a group trying to play aggressive to cut from the usual boredom that's survivor play.
Or they can be a group trying to bully the killer and that usually ends badly for them.
I love playing against these guys, whatever the outcome it will have been an interesting match.
It's way better than the gen-jockeys, press W, DH run-of-the-mill teams.
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@SensualPotato said:
TL;DR - Read the 4 listed suggestions for DC penalty improvements.
The DC penalty has gone through multiple iterations, and has been active for--what?--a year now? How has this system not improved yet. I've had three back-to-back games just today where a teammate has DC'd for seemingly no reason, and the game was left in a 3v1 with 5 gens up and a sweaty killer who thinks 'getting a 4k' at this point matters. It's off-putting, to say the lease since it's not difficult to look at the flaws and issues with the current system and say "you know, this system would be better if it was literally anything else."
If the developers are too busy making new skins and securing new licenses to actually try and make the game more fun and balanced for everyone, can we at the very lease look at elements of the game that are just downright obnoxious?
Suggestions and potential solutions:
- 1) DBD mobile has AI that will load into the game if someone DC's. Why can't the main game have that? I'd rather have a bot than literally no one to fill the gap.
- 2) If the DC happens before a certain amount of time has passed (e.g. if it's been under 3 minutes and someone has DC'd) just end the match or send those 4 remaining people back to the lobby to pick up a new teammate to start a new round.
- 3) Give everyone one free DC a day. We still have tons of hackers in this game and it would be nice to not be further punished for getting the hell out of an unfair game like that
- 4) If one person DCs, grant everyone a DC for that game without punishment. Why should the killer or remaining survivors be stuck with what is left, and why should any of them be 5 minute banned for it?
I am sure there are plenty of other ideas people have, but the game has too much wrong with it to not have a better system in place. Despite my annoyances, I believe it's something the developers can improve on if they just set some time into it.
1, yes
2, maybe, probably, but I'm not sure it's what a player who has waited for a long time in a queue really wants.
3, no, it doesn't really solve anything
4, certainly not, way too much potential for abuse. It would also encourage people to give up. At the very minimum I would keep the penalty for groups of friends but even like that I don't think it's a good move.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2821479#Comment_2821479
I think a lot of people are happy not because of them being inept, but rather the constant, repetitive, standing still at pallet miNDgAme is no longer in the game. Only way to avoid that standing still bs was to bring a flashlight, and it's not like you could bring it every game.
The standing-still happened less than once a game as far as I'm concerned. It usually doesn't work unless the survivor is badly positioned.
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@Aven_Fallen said:
People are really bothered by Flashlight-Squads in 2022? I prefer them, especially because most of them skip the step of being good.
But in general, if they want to go for Flashlights, you will most likely have an easy time, those groups dont play to escape, they are not efficient. The efficient Groups stick to Gens and are far less enjoyable to go against.
Me, certainly, but if you recall : flashlights are a nightmare for less experienced players. Otherwise, we essentially agree.
@[Deleted User] said:
The thing I like about “bully” squads is they usually aren’t as good as they think they are and super altruistic. Usually easier to take down because they spend all their time trying to save each other and not working on gens.
Well, the funny part is that they expect this to work. And a lot of them are having a lot of fun doing it (it's not always about bullying, as I think I've mentioned).
I can't imaging playing gen-jockey 24/7 and enjoying the game after one week. I'm guessing a lot of players find other ways to enjoy themselves.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2821456#Comment_2821456
Spirit before was broken as hell and everyone knows it. Still, they can be back to their overpowered state with the classic add-on combo which I'm sure you already know.
Not "everyone", only for the less experienced survivors. I thoroughly enjoyed escaping a Spirit. The dodges, the guessing (for once survivors have to guess the same way a killer needs to), it was a thrill. Now I don't care, it's way less interesting. Granted, only the most inept survivors have trouble with it now, so I guess a lot of people are happy.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2820772#Comment_2820772
So you guys still think its fine that your game promotes gameplay on killer side that makes a match annoying for everyone else?
Well, to be fair there are several gameplay styles for the survivor side that makes the match annoying for everyone else too.
Yet these are the most efficient ways to go out as fast as possible.
The issue here is to mitigate fast gens and the considerable advantage tunneling and camping are.
The number of hooks, the number of chases, the proximity to the killer, ... all this should be promoted against kills and getting out.
At the moment I'm playing various killers with experiments in mind. I'm often pitted against survivors who are clearly too green for me and only do one or two hooks and smack them so they can be healed and get out. Since I can push them without much trouble, the game lasts and I'm getting almost as much points as if I killed them all. They get a lot of points too. This is way more fun than when I'm against rushers who end the game in about 5 minutes with scores around the 10K for everyone.
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@NOEDENJOYER said:
It's gotten to the point that survivors are much better on average than they were before, taking longer to down and hook unless you're playing an anti-loop killer or one of the top 3.
Circle of Healing also directly forces killers to either tunnel or camp due to how powerful the boon is in destroying a killers pressure if you even think about hitting and running.
Quite the opposite IMHO. Before, survivors had to learn to hit great skill checks and survive a 5 blinks Nurse (among other horrors).
Now many killers have been nerfed with a sledgehammer (not saying that 5-blinks Nurse was right) and Spirit, who wasn't that much of a problem when you knew how to handle her has lost her charm (from both sides). Survivors have so many second, third, ... chances (I've stopped counting) they rely on DH to extend their poor looping skills and the real good ones are just a nightmare to handle.
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@Yankus said:
I just roll my eyes and move on, the best way to really mess with toxic people in endgame chat is to not respond. They sit there for 5 minutes waiting for you to say something and then feel silly when it's just their childish spam in chat.
That's one way.
Another is to be extremely polite and feign misunderstanding they are speaking to each-other and taking side of one against the others. For an example saying he wasn't that bad and even if you (the killer) were playing nice with him, you know he may be able to do it on a serious game. I've got some nice reactions with that xD. (Even if sometimes it was true: why is it always the "weakest" player who talks #########?)
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2821227#Comment_2821227
Can relate
Also: yes, I also personally find the report system horrible. Not to mention I have to remind myself to open OBS everytime I play DBD, JUST in case I meet a hacker. And since I always forget, I end up recording with my phone some crappy videos.
But most annoyingly, the size limit on videos on their site is so small that I need to upload videos to youtube in order to give them the ACTUAL PROOF FOR WHICH I AM LITERALLY SENDING THE TICKET DEAR BHVR!
I upload the videos to youtube and send them the link.
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@SuzuKR said:
us vs them us vs them us vs them us vs them us vs them us vs them us vs them us vs them us vs them us vs them us vs them us vs them
Who's them? This only happens on the killer role, obviously. There are other stories for the survivor role (duh).
@fulltonon said:
Just take rancor and mori in front of all other survivors, ez salt.
A while ago I got this: a survivor with DS active was at the gate, nagging. I've downed him and killed him with Rancor.
He was not happy. In the chat, his "friends" were laughing their collective asses off xD
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I got all killers but the Cenobite:
Except for "memes" I don't like using Trapper.
Wraith is relatively weak.
Billy's cooldown sucks.
Myers isn't too good.
Freddy I don't like.
Clown isn't very enjoyable.
Spirit's fun is dead now that you can't surprise survivors phasing on them. (I made one DC today)
Legion is weak.
Plague is weak.
I don't want to hear about Ghostface until the strech-res cheaters are out.
Deathslinger feels clunky
Twins I don't like.
Nemesis isn't very enjoyable.
Artist the jury is still out but I'm not liking it so far.
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@Gamedozer7 said:
It is definitely in bad shape right now imo. It's been on a steady decline for the pass 5 months which is the longest it has been ever I even had a big drop when the artist released and there is normally a big surge during killer releases.
Last gen consoles are Still a mess from what I hear so I'm sure the console player base has dropped as well.
Mmr is not really a problem because it doesn't work. If you keep getting throwing onto matches you shouldn't and keep winning/losing over and over then your mmr number means nothing because it's based off a bunch of mismatches. Mmr only works if your getting fair matches.
This game needs to get it together because players will keep leaving.
If you consider a +0.5% as noise (as I do), it has been 7 months.
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@Tanadris said:
I will continue to say it and I will DIE on this hill.
I STERNLY BELIEVE:
Maps are ALSO factored in your games if you don't use offerings. That is the hidden x factor in their MMR, along with putting you with better groups of survivors. I don't care if it can't be verified without thousands of player-side games. I don't care if I sound like I'm complaining.
Certain Killers I use CONTINUE to get the SAME MAPS that can be CONSIDERED UNFAVORABLE for their power. With a degree of consistency I DO NOT believe is coincidence.
I've often noticed that as long as I was winning in a map, I kept getting it.
Happens for all the maps that are a PITA.
I've often wondered if it was on purpose.
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@Flawless_ said:
Just wanted to remind everyone of what the devs said regarding the Undying nerf back in the Jan '21 Developer Update:
"We’ve been watching this one closely, and there’s a few things we’d like to address:
- Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much."
Obviously this comparison is most relevant to CoH, as it is the most gamebreaking perk of the bunch.
The devs obviously understood why the old Undying effect was a problem, and yet they are okay with 4 different people being able to keep blessing multiple totems infinitely so that everyone gets free medkits. Not to mention the time wasted trying to pointlessly snuff out a totem knowing it be back up in 20 seconds, on multiple floors.
After the last Q&A I don't expect the devs to tone down CoH any more than what they already announced, so I just hope they realize CoH is killing the game before it's too late.
Yes, but that's only for the killer. Boons are "OK" because it's for survivors.