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  • I agree.

    But the developer has already said you should not be punished for playing with friends.

    That's why I think this will be difficult to achieve for SWF players who complain that maybe only solo queues will benefit.

    It is sad.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203203#Comment_3203203

    I'll stay and adapt. It doesn't mean the killers who leave are bad though. Have you played killer recently?

    No, not all the bad killers who could not adapt will leave.

    It is possible to play without being able to adapt. However, they are reminded that they are bad killers by the abusive and insulting BMs against them.

  • I'm not very smart and can't do the math, so how about using Unbreakable as a base kit?

  • Consider the possibility that SoulGuard will also become a base kit in a few months.

    This is a mistake. Already.

  • According to the October 2021 Developer Q&A.

    "Can you share anything on the early game mechanic that was announced?"


    The short answer: no, this won't be happening.

    The longer answer: a while ago there was talk on adding an additional mechanic for the start of the game, but after discussions with the design team and a few prototypes, there wasn't any direct improvements to the game; in fact, it made it worse a lot of the time. However, some of these ideas were recycled into other prototypes and may yet see the light of day in future updates.

  • It is easy to imagine that the developers were inspired by Ada's Low Profile and would have come up with this idea in a conference room.

    It's infuriating to contemplate.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203203#Comment_3203203

    If only...

    The good Killers will adapt, the bad Killers will come to the forum to make threads about "I feel miserable playing Killer, I need to first hook camp because is the only way to secure kills, if you give me buffs Ill stop camping, this time for real, Im telling the truth".

    https://forum.deadbydaylight.com/en/discussion/comment/3203204#Comment_3203204

    Poe's Law.

    No.

    Play Survivor.

    Get the advantage you can't get in the game with voice chat.

    Killer try to camp, 3 escape, we win GG

  • No.

    The good players who were able to adapt will remain.

    As before, the bad killers who could not adapt will leave and the good killers who could adapt will remain.


    And survivors who lose to those adapted killers will ask for a nerf. This will be repeated.

  • Boredom.


    This concept is very interesting.

    For a survivor, time spent not actively participating in the game is boring. Yes, that's right.


    So what about the killer? There is never a dull moment for a killer, and while a player who face camps on Buba at any given moment may be bored, there is almost always a lot to think about and do when you are a killer in the game of DbD. There is no time for boredom.


    Slugging disappears due to survivor boredom. What happens to the killer after the slugging is gone? More sweaty busy time begins. There is no boredom in killer.


    Will the frustration of being busy be ignored over the frustration of being bored?

  • Maybe they were thinking about survivors.

    Survivor emotions are more important than game balancing.

  • It is easy to believe that you are a good killer and a good survivor.

    But to believe that you are a bad killer and that you are a bad survivor is a bit more difficult.


    When I lose, I say that I am a good player and that my allies were bad or my opponents played too strong a role.

    When I win, I say nothing. I don't say that my opponent's role was weak and my role was strong.


    I chew on the KOTOWAZA saying, "Look at other people's behavior, and you will see how I behave."

  • Garbage offerings became garbage offerings with a different effect. Just that.

  • If the number of killers is reduced, the incentive is gone. A good trend.

    Let's all play Survivor.

  • Chris Redfield is using an intercom and may be a voice chat party.

    He is the only one who can tell us about this possibility. Love him.

  • They are apathetic because they know that this vote means nothing.

    We know what happened to Redskill check Ruin. The same survey was created, more votes were cast against it, and then it was nerfed with nothing changed.

    I know that feedback does not always pass. However, I well remember the official satisfaction survey when the Ruin nerf was announced, which did not mention Ruin at all, but only asked about what people thought of the character's lore.

  • I am in favor of it. But not across the board.


    There was a suggestion in the past to debuff the SWF case, but the developer responded that one should not be punished for playing with friends. I still think it is ridiculous.

    Because they don't look at the fact that your opponents are being punished just because they are playing with their friends.


    Voice chat provides an advantage that more than makes up for the several perks of Survivor. It has the advantage of nullifying any number of killer abilities, tactics and perks.


    We need to think long and hard about what additional benefits and compensations should be given, but I think SWF is the cause of many problems in DbD.

    Of course, this is not intended to neglect solo survivors.

  • When I get home today, I want to start practicing running face camps in Buba as soon as possible.


    This is because it requires more technique than pressing and holding the repair button on the generator or pressing and holding unbreakable to get up for free. I've rarely run face camp in Buba at all before, so I'm excited to see how it goes.

    Instead of 2 kills and 2 escapes, it will be 1 kill and 3 escapes and I will be a bad killer player and will get a lot of abuse. But I will persevere. From now on I will admit more that I am a bad player and enjoy this game.



    ...... Yeah, I'm just kidding. I keep coming up with ideas to calm me down.

    I like DbD. But I hate BHVR.

  • @Pulsar said:

    I know, I know. Controversial statement, but hear me out.

    Because of the recent explosion of cheating (again), I think it's time we look at the DC penalty and evaluate it. As of right now, I don't think it's worth keeping in the game. Here's why.

    The penalty doesn't actually stop or dissuade people from leaving the match. How many DC's do you see on a regular basis? For me, it's quite a few. How many people do you see give up on Hook? For me, it's a lot. Between the amount of people who just DC combined with the amount of people who suicide on hook, I'd say it's about equal to how it was prior to the DC penalty being added. If people want out of a game, they can't (and shouldn't) be forced to stay.

    The penalty affects people who don't want to DC more than people who do DC. We all know the situation with cheaters and content creators right now. They are being forced to either DC and rack up penalties or to sit through a 2-hour hostage situation. Every time I see someone DC on Xbox and I look at their profile, they've either already shut off their Xbox (meaning that penalty is completely meaningless to them) or they've switched to another game, which also makes the penalty meaningless to them.

    Now, you might say, "Well Pulsar, people would DC at the slightest inconvenience prior to the DC penalty, why would you want that back?" That's a great point. However, to counter it, I ask you to look around. Those people who DC'd before at the slightest inconvenience? They just kill themselves on hook, go AFK, purposefully seek out the Killer to throw the game or they DC. It's not really changed anything.

    With the queue times being pretty good on both sides right now, the hacker situation and the general state of the game, I've come to believe that DC's penalties no longer make sense and that they are doing more harm than good. I'd rather be able to go next than to be stuck in a game where someone is cheating or if I suspect someone is cheating. I think it's worth testing it at least, thoughts?

    こんにちは。

    What I want is the HUSK-SYSTEM that BHVR has generated in the past, should the game continue in the event of a DC'd player.

    But they have not sent out any information on this until this very day. Surely it was a big mouth, just like the 60fps on the consoles.

    @fake said:

    Hello from Japan.

    Is there any information that you can disclose about the husk feature that was mentioned in the developer update June-July 2019?

    This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.

    https://deadbydaylight.com/en/news/developer-update-junejuly-2019


  • "Survivor seems to be getting away with it, so that's not a problem."


    Trivia: This, which I just wrote, is a common sentence that BHVR responded to when a certain killer actually reported an unfavorable bug.

  • This is DbD.

    It is a BHVR.

  • I think I should do the same.

    There are many things that should be removed from the game, not just slugging.


    A list needs to be made.

    Camping, tunneling, chasing, attaching, hooking, running, walking, crouching, clicking, T-bagging, generating, watching, voice chatting, AFK, DC, surviving, killing.

    etcetc. more the other

  • Remember the old days when destroyed hooks were not restored until the end of the game?

    This made it impossible for the killer to hook and was an improvement due to frustration.


    But what about the base kit indestructibility this time around?

    The hook was destroyed by Sabo, forcing the survivor to drop the hook. It was dropped. That will not break before the hook is restored. GG.

    So let's wait on the side in anticipation of it not breaking. Another survivor fixes the generator. GG

    I'll be on the lookout in advance so as not to be skipped. Wasting time. Unbreakable or generator.GG.

    I deliberately went down on a pallet that didn't collapse. For the same reason, you can choose to lose by pallet stun, lose by unbreakable, or lose when the generator is repaired in the time you were alerted.GG. or dare I say GGEZ.


    Survivor dissatisfaction trumps all. The slagging Allergy prescription came with the side effect of greater frustration for the killers. We offered this drug knowing that it would do so.

  • It was clear to me that survivors are not allowed to be frustrated as a result of killer winning tactics.

    This concludes the discussion on slugging, as slugging will be permanently removed.

    Perhaps if we keep hoping, camping, tunneling, hooking, chasing, and attaching will be removed as well LOL

  • I fear the possibility of more camping and tunneling in the future, since Finishing Memento Mori has destroyed as many options for unbreakable slugging as possible as a base kit.

  • It is either strong or fun to play. If both are met, it will be played more.

    If not, as you know, it will not be played.

  • In other words, something that one might infer that a test play would have been able to notice before the PTB?

    For example, that Victor did not have an answer to the locker?

  • I thought about knockout, which is an effective PERK against slugging survivors, and thought about how to use it effectively without slugging, but couldn't think of anything.

    Like using it effectively without sealing the window sills with Bamboozle, or effectively without self-treatment with self-care. No idea.

  • I thought it was ungentlemanly conduct intended to intentionally insult, not necessary to the progress of the game in the role you play.

    I also believe that if an opponent has committed an act that is TOXIC first, then toxic acts in response are also excluded.


    By my definition, camping, tunneling, slugging, waiting on the gate in preparation to defend an ally, etc. are not toxic.

    What is toxic is the act of attacking a survivor on the hook, slugging when it is clearly safe to hook, nodding, confining a survivor when it is impossible to initiate a collapse, t-bagging, spam-clicking flashlights, spamming lockers and windows with We believe this applies to noise spamming and the like. This is still a partial list.


    On a case-by-case basis, there is a difference in meaning between being offended as a result of playing and playing with the assumption that you will offend your opponents.

    That is my opinion.


    sry my poor english

  • DbD was intended to be an e-show, not e-sports.

    But players had a greater desire to win.

    Also, the introduction of rates was e-sports-like. A chasm between words and execution.

  • Yes, that is correct.

    Killer executes survivor. Use perks, add-ons, and tactics that give you an advantage to do so. I understand.

  • not a competent player?

    A competent player is a player who is not equipped with perks or add-ons, who does not camp, tunnel, or slug, who directs the game to entertain the survivors, and who gets them all out in the end.

  • Why is there still no Quentin in his sea pants?

  • I think this perk needs to be completely reworked.

    I have wondered about this PERK since it first appeared with Oni.

    The word "zanshin" or "残心" is derived from kendo.

    Its meaning is the mindset of not letting one's guard down even after attacking an opponent.


    What does it actually mean?

    This perk just shows the location of windows and pallets.

    Moreover, when it first appeared, there was even a coold time for this effect for a certain period of time after hitting the survivor with an attack.

    It seems like an effect far removed from the original meaning of the word. If possible, I would like it to be a PERK that gains a benefit after the attack.

  • I apologize if my English was translated in a misleading way. I meant it as a bit of sarcasm.

    Actually the map offerings are in a delicate position, one of the random elements in DbD matching, but being able to determine them is an interesting element.

    However, the problem is not the map offerings, but the imbalance of the map itself. I think I should propose a reworking of the map, not the offering, what do you think?

  • Oddly enough, with the creation of the new Sacrificial Ward offering, DbD has gained the authority to ignore all complaints about the map's offerings.


    "Use Sacrificial Ward."


    But even stranger than that, this Sacrificial Ward offering was designed so that if the same four map offerings were used, they could not be disabled. for SWF lol

  • I largely agree with your thoughts. If Dwight playing for a challenge and Leon playing for a win are each matched as solo queues, solo queues are terrible! That being said, it is Leon who will be the one to say.

    However, it does not mean that I will not be Dwight. This is the difficult part of defining solo queue today.


    I built a discussion on a similar topic some time ago. Unlike you, I am not a good writer so no one read it (lol).

    I started from the premise that "communication" and "unity of intent" are two different things in my opinion.

    The difference between SWF and solo queue is that it is easy to be drawn to the fact that you always continue to get the in-game information sharing advantage by discord, but in fact, the very biggest difference is that at the lobby, you can join a game with 4 leons who are looking to win. Or you can have fun with 4 Dwight players as well.


    My idea was to set the playing objective status publicly for each player, but from a matching time perspective, your simplified SWF-based idea seems superior.

  • Is it still called a FACE CAMP even with the distance from the killer seen in this image?

    If so, do I need to change my perception? This looks like a camp, but it did not look like a FACE CAMP

  • Just now I had ramen for lunch.

    I could eat it every day, but I can't because I'm worried about my health.

  • I think the pig and the slinger should get a TR of 28m.

  • I believe it is sophistry to say that it is not a problem because it is not seen often.

    I wish everyone would be respectful to their opponents in playing online games.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190871#Comment_3190871

    Just a correction: SWF is always 2 people, sometimes 3 and sometimes even 4. A full four survivors SWF aint as common as you might think, a lot of times its two or three friends running together and some soloQ randoms to fill up.

    I wrote four people, but I meant to say that two or even three will never have a killer played while they are in the game and VC'ing and playing at SWF.

  • Frankly, we don't need bubbles.

    Of course, one reason is that it makes the aura harder to see.

    Another reason is that when under the influence of the Fearmonger, even though the aura of the fellow at the moment of being hooked is not visible, the bubble allows us to locate it.

  • Oblivious is a status that applies to survivors, while Undetectable is a status that applies to killers.

    Both are easily misunderstood for survivors, where TRs disappear.

    The Doctor's Blast occurs within the TR that the Doctor has.

    In the case of Undetectable, it is meaningless because the TR has disappeared from the doctor himself.

    But in the case of Oblivious, the TR is not known to the survivor to whom it is applied, but the TR does not disappear from the doctor himself.

    Therefore, it is affected by the blast.

    In other words, Plaything cries out for a blast to apply Oblivious.

    @sizzlingmario4 said:

    Doctor’s static blast is the only terror-radius based thing in the game that still works through oblivious.

    Admittedly I’m not sure exactly what it means in his power description when it says it “negates the oblivious status effect”, whether that means it just works through it, or if it outright removes the effect. I’ve never tried that, but I do know that at the very least you still get shocked.

    With other stuff like Legion or terror radius perks like starstruck, unnerving, etc., you’re considered not in the terror radius so it doesn’t work.

    I may have made a mistake. Here's the truth.

  • Do you like this kind of speculation?


    ...Survivors need 4 people, so they may be short more than killers.

    ...SWF is always 4 people, so you never play killer while you are in SWF. It is also the solo queue survivor player who plays the killer.

    ...Assuming those things, out of the current SWF>>Killer>>Solo Queue power balance, wouldn't you be tempted to choose Killer over Solo Queue?

  • I posted it in the wrong place, so here's the same sentence


    I am a Japanese playing in the Asian region, so I don't know the reasons for Asia as a whole, but I am trying to figure out why the use of self-care is so high in Japan.


    For several years now, many people have increased their time at home due to covid... In other words, time spent playing games has increased.

    Around that time, a Japanese entertainer named EIKO started streaming DbD on youtube.

    Perhaps these two factors meshed together. As a result, many people in Japan started buying and playing DbD (probably on PS4 rather than steam).


    Here are some thoughts on which survivor Japanese beginners should choose.

    Who would you recommend as a survivor? Search for it.

    Japanese DbD beginner wikipedia recommends Morel. One of the reasons is that she has a PERK that can self-medicate. Needless to say, Mikaela is hard to recommend for beginners because of DLC.


    This has led to (1) many new players in Japan. 2) they start playing with Morel who can use self-care.

    For these reasons, the use of self-care is probably high.


    I cannot say for sure, but it is possible that not everyone is an intermediate or advanced player or a veteran. Taken as a whole, the numbers may seem strange. I am sure you felt that when you looked at the data for this 61% kill rate and the 50% or less kill rate for nurses.


    sry my poor english

  • I am a Japanese playing in the Asian region, so I don't know the reasons for Asia as a whole, but I am trying to figure out why the use of self-care is so high in Japan.


    For several years now, many people have increased their time at home due to covid... In other words, time spent playing games has increased.

    Around that time, a Japanese entertainer named EIKO started streaming DbD on youtube.

    Perhaps these two factors meshed together. As a result, many people in Japan started buying and playing DbD (probably on PS4 rather than steam).


    Here are some thoughts on which survivor Japanese beginners should choose.

    Who would you recommend as a survivor? Search for it.

    Japanese DbD beginner wikipedia recommends Morel. One of the reasons is that she has a PERK that can self-medicate. Needless to say, Mikaela is hard to recommend for beginners because of DLC.


    This has led to (1) many new players in Japan. 2) they start playing with Morel who can use self-care.

    For these reasons, the use of self-care is probably high.


    I cannot say for sure, but it is possible that not everyone is an intermediate or advanced player or a veteran. Taken as a whole, the numbers may seem strange. I am sure you felt that when you looked at the data for this 61% kill rate and the 50% or less kill rate for nurses.


    sry my poor english

  • I was just wondering, for example, 0% kill rate by SWF and 100% kill rate by solo que might be treated as 50% kill rate for numerical purposes.

    Math is difficult.

  • Since this glitch has not yet been confirmed by the developer, I have uploaded a video to prove it.

    https://youtu.be/3nCKHTlNbvQ

    I play on PS4.

    This happens on pallets as well as windows.

    I have yet to encounter a situation where there are other survivors in the same location, but if the attack is sucked up by a slugging survivor as the person above mentioned, this should be fixed even more so!

  • Killers and survivors alike are just people who get frustrated when they lose.

    But it is odd that SWF, with its 4 items and excellent add-ons and map designations, would bother to bump it up to you after the match.

  • Trypophobia.

    What about a killer whose entire body is covered with eyes? Flashlights would be a weakness!

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