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I believe the developer has said this about DS in the past.
'The good killer players we know are countering by slugging the players they think have DS'.
I don't think your adjustment is bad; having DS is not a free pass to earn free time.
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Is the idea that a higher MMR will lead to playing against a correspondingly better advanced Bubba with no campings a frightening one?
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In the past, a nerf to Memento Mori and the key was announced at the same time.
And I remember that in the subsequent update, only Memento Mori received the nerf first.
Perhaps we should know that it is virtually impossible to change everything in one update. But still, I would like to see a list of bugs and systems that you plan to fix.
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I would like that... It is possible to resolve many questions about the good and bad aspects of the game, who did what, were there cheaters, etc.
But considering the huge amount of work involved in rewriting the program, it is impossible.
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Seeing that would mean the end of that game, but I will do the best I can.
Hurry up and save it? No. If I wanted BP I might do so, but it doesn't often happen that I want to help a player who is stupefyingly egotistical.
When faced with a killer, depending on my mood, I will decide whether to sympathize with the other three or play as usual. Most of the time, however, I play as usual. If the game doesn't even have a survivor who commits suicide, as a killer I want to get it over with and move on to the next game.
What we have in common is that we continue to play in a legitimate way when we see such players, both as survivors and as killers.
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We just have to wait for the console optimization promised a few years ago, i.e. 60 fps (but we have to wait even more, since the developers have made it clear later that it was an overconfidence).
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Thanks for answering.
I am guessing a few reasons why the blink attack on the console nurse has a shorter range than the PC nurse.
I believe it could simply be a low fps issue or possibly Aim Dressing.
Many other things besides the nurse on consoles don't allow the killer to show its true playing potential.
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Or it would be nice if it could be sorted in the order in which the PERKs appeared. Since there are 3 per character, it would be easier to see where the PERK is placed than it is now.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/3244652#Comment_3244652
None of that really answer the questions I listed.
Yes, I am not a rocker hide main. Sorry.
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There is a diverse range of players.
The scary part of the matchmaking system by skill rate is that if that matchmaking is working, you, who are matched with such a survivor, may be considered the same rate as them.
Also, when combined with factors such as archival challenges, it is not uncommon for players with different objectives to come together. I am guessing that this may actually increase the kill rate.
I prefer to chase and buy time and repair generators to increase my allies' survivability (although unhooking is not my strong suit) rather than going into lockers.
Survivors are not one person, but four.
This may not be the answer you are looking for. Hopefully you will be matched with a better teammate.
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@Biscuits said:
My favorite build is Quick and Quiet, Head on, Flash bang, Blastmine. I am looking to annoy the killer as much as possible.
Another fun iteration of the build is to use red herring instead of flash bang. And you basically torment the killer with notifcations until he eats the blastmine.
If you like to inflict psychological torment you can try your luck with a deception based Q&Q/head on build. In this one instead of running around the loop once and jumping in the locker with Q&Q, you run the loop twice. Deception the first time around, and then jump in the locker the second time around. The better you get with this build, the more killers will try to end your life prematurely.
Iron will is also very strong with any head on/Q&Q builds, it can be hard to try and get use of the Q&Q when you are injured, but iron will gives you a much better chance of fooling the killer.
I'm glad your build is the same as my favorite build!
It actually draws attention to me in a legitimate way that BM does not. The more killer frustrate me, the less likely I am to survive, but the more I increase the escape rate for the other three!
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Are you Japanese?
Actually, I am Japanese, so I know that console games are sometimes called consumer games. What it means is that it is a home video game console.
Are there other regions besides Japan that call them that?
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@Nos37 said:
I just played Trapper... he's fine.
I brought Territorial Imperative, Beast of Prey, Gearhead, and Predator. They had 3 flashlights, boons, Dead Hards, Unbreakables. I got 10-12 downs and zero hooks, despite my best effort to hook them.
I loved the part where one of them ran past a pallet straight into my trap, used Dead Hard as they stepped into it, and after I smacked them and put them into the dying state, they got up and stunned me with the pallet while I was wiping my weapon... because, why not??
I brought Territorial Imperative, Beast of Prey, Gearhead, and Predator.
This is interesting because I have never thought of playing with this build!
If I played trappers with this build, I don't think I would get 6 downs even if I did my best for hooks.... .did he think fine because you are a good killer player with 12 downs? That's an area I can't reach...
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no
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Ah, I may have made a category mistake again.
I built a new discussion because it is too long, but maybe we should merge it into a discussion of the same content.
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Either the three were completely out of the game or they were not.
Video determination of whether they had obtained an escape, death, or DC icon.
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I am considering some points regarding some issues and inconsistencies regarding PIP.
When it was a matching system by rank and when it worked.
Developers used rank as a measure of competence.
But as time went on, everyone became Red Rank and Rank 1. I think the matchmaking of ranks has been broken since then.
The developers abandoned the rank system, which no longer worked, and developed a matchmaking system based on rates, which are masked data. The ranks were then reshaped into the grades we have today. At that point, I remember the developers saying about grades that they were an indicator of how much you had played recently.
But here is where the contradiction arises.
If the grade is to be an indicator of how much you have played recently, then everyone should get a grade of red 1 if they play a lot. Oddly enough, just like when I was at that rank.
But both ranks and grades use the exact same emblem system. Anyone else find this odd?
If it reinforces the OP's opinion, I agree that PIP for grades need not be reduced. Because the grade should only be an indicator of how recently it was played.
I am not sure if I am getting my point across well since I am speaking through an automated translation. But I am trying to say that the grading system itself is flawed.
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I still make mistakes, still waiting for PS4 to go to 60fps, but if it does I will still make mistakes. I am a bad player...
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Three patterns of my thoughts on DC.
A. Penalties work best for frequent selfish DCs. Such players should be banned and the penalties actually add up.
B. A small DC penalty due to a power outage or malfunction should be tolerated. If it happens only once, you can play the game again after waiting only 5 minutes.
If frequent outages occur, you should not play the online game in the first place. It may be harsh, but if there is a chance that frequent power outages will ruin the game, a penalty is appropriate.
If it is due to a glitch, unfortunately, it should be properly reported to the management.
C.DC should generally not be done willingly. DC here is talking about a legitimate exit button.
The only time it should be allowed is when a game is being held hostage, when a fatal bug has occurred, and when there are cheaters who are destroying the game more than a DC.
Make no mistake, do not use frustration as the main reason for the exit button and DC.
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It may seem very strange, but what about the Alice in Wonderland skin?
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The best way to do this is to read the rules for reporting.
In fact, if you report a report with a requirement that the rules say not to report, the reporting system will not work. I am convinced that even at this point there is a large amount of reporting outside of the rules.
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I am sorry I do not have proof, but I recall in the past developers saying they did not want the area around the hook to become a safe zone if it receives a large debuff around the hook.
But well, I don't mind removing the hook grab.
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If there is a hook every 2 meters, it cannot be hung on a hook because the hooking animation cannot be played🙄
Depending on the random placement of the map, it could be really bad, but otherwise it is the fault of one of the survivors who just fixed the generator in front of them without thinking.
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However, this has not been kill-switched, perhaps because it is not recognized by the developer as a game-breaking bug... LOL
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The Blast Mine had a bug in that it had a cooltime of 0, which was fixed some time ago.
Some players were upset about this, but none of them were concerned about the fact that Dragon's Grip did not have a cooldime of 0. And now that Blast Mine has successfully added a cooltime, my argument that the cooltime should be 0 if Dragon's Grip did not trigger is no longer convincing.
Still, 80 seconds is a very long time (you should expect nothing to happen for 110 seconds if you also factor in the activation wait time). And 60 seconds after activation seems sufficient, but in the end it becomes meaningless if you are too far away, and you even need to be within some immediate return distance.
I suggest a 60 second cool time, albeit modest.
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Maybe that's been forgotten.
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HUSK-System would be a good solution, don't you think?
If a dc'd survivor leaves the husk and the game continues, it doesn't completely extinguish your objective.
Why don't you join me in supporting this feature that is under development?
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My thoughts are not a vote for a map, but a vote for a map ban.
Maps voted for map ban will no longer be elected; we will select from about 1st to 3rd place, with progressively lower percentages of election.
Controversial as it may be, only killers will be available.
This is because some killer designs make some maps look really bad. This is different for each killer.
A map ban does not determine which map comes next, and if there is a map you want to play as before, you can use the offerings.
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The biggest problem with the meme add-on is that while the basic design is to "get a BP bonus instead of weakening the ability", at several points they are rendered meaningless.
First, although BP bonuses can be earned, they are meaningless because, in the end, the maximum BP category limit for a single game remains the same.
Second, in addition to that reason, it is easier to earn BP by playing superior games without the meme add-on.
The meme add-on, contrary to its design, just makes it a harder mode.
Plague is the only meme add-on that should be nerfed because its effect is designed to have too much benefit to gain compared to the disadvantage of not being able to infect survivors directly.
Bubba can be combined with Ultra Rare for more interesting gameplay.
Wraith can be used with the same common add-on that eliminates 6 seconds of TR for interesting gameplay.
But the other killers are terrible.
At any rate, what I am asking for is not a change in effect, but the elimination of the BP gain cap when using these meme add-ons. Or it should be calculated additionally after the game like the old BBQ.
Maybe not the comment this thread is looking for... This is my sincere wish.
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It would be great if all characters could be given lots of skins.
But will their skins sell better than Feng's or Nea's? Will they generate more profit?
I think the Feng skins are being made as a result of discussions in the conference room.
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The nurse is the most powerful killer, so the result is only natural when played by players who fully understand and can use the nurse.
You should consider nerfing the nurse...
But if everyone had a 500 win streak, the kill rate would be 90%-100%, in which case I could have nerfed it without thinking about it.
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Uh, are you saying that somehow we won't see the top players playing this weekend?
I will look forward to next weekend.
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Tonight?
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https://youtu.be/MIvynQu5Gk0
I love DbD's cute AI
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BHVR does not recognize them as game-breaking bugs and therefore does not kill-switch them.
LOL.
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I think this is because many players do not understand that survivors and allied survivors are resources to be hooked and even the time they are hooked.
Also, when one's emotions always come first, making a mistake is erased from one's memory.
If you don't make a mistake and you lose, it is debatable, but maybe more people think they can complain under the circumstances you describe.
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My stance on nurses is that no matter how survivors use countermeasures like those, nurses still win as long as they guess and make the perfect blink.
Survivors can buy time against killers by windows and palettes, but in nurses, the ability negates that.
And the penalty for a failed blink, a special ability, is much greater recovery than for other killers.
The real difficulty, however, is that it is impossible to nerf Nurse without damaging the play experience.
I can't say much because I know this is by no means a nurse nerf thread, but my only opinion is that the survivor countermeasure is not perfect.
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Well, I am here to propose a HUSK-system.
In this HUSK-system, which is under development and was announced a few years ago, the HUSK of the player who dc'd is left behind in the game and the game continues. (I would like to see it controlled by the AI)
Includes a requirement of restraint to the game, which is completely destroyed by an unstoppable selfish DC player.
And this could make it nearly impossible for rogue playing like the SWF you have encountered to exploit hatch spawning by DCs.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3238735#Comment_3238735
I'm not playing Nurse as my main killer. I will play multiple killers. Nurse is just a bonus killer I will add to debunk the "nurse has counterplay" delusion from some people.
I won't stream, but maybe someone else will be spectator and can stream my point of view. You can do that if you want.
I play all the killers too so... I wanted to learn from you the best way to play all the killers. It is a shame that there is no streaming. But if someone could stream the predator mode, that would be great!
And I just checked about the discussion about nurses. It is my opinion that there are very few countermeasures against nurses. The countermeasures presented over there are countermeasures, but I also think they are not sufficient.
As long as nurses continue to choose the perfect blink, there is nothing survivors can do. As far as the Nurse's game is concerned, as long as you don't make mistakes you will win. Naturally.
I'm rooting for you!
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Finally decided? I'm looking forward to it!
Very disappointed that there is no streaming of the killer viewpoints... I wanted to learn from the top players playing.
Is it limited to nurses? I would have liked to see a 99% win streak on all killers, but I guess it is difficult due to the effort and time involved? I wanted to see him actually win 99% no matter what the killer, addon, perk or map.
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Very much looking forward to it as it is the weekend...
I may not be able to watch it in real time due to the time difference... But 99% win rate, right? Of course I want to see it!
So I'm wondering if any of the top players have looked into how to use OBS as well🥺
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The disparity in the acquisition of skins for each character cannot be helped.
Feng is a well-used character. And if they know that skins will be purchased for them, they will prioritize Feng's skins. If Jeff's or Adam's skins sell overwhelmingly better than Feng's, they should have been made already.
Sadly, I think it's a business issue; people who love minor characters in various productions, not just DbD, will be saddened that merchandise for minor characters is not being created. It is the same thing.
By the way, have you made Quentin's sea pants yet?
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As a killer player, I respect you.
As a survivor player, "Demo is fun to face and extremely balanced yet very strong".
Um.... Just kidding.
@Piruluk said:
Well stats proving if survivors like to play against a killer that means the killer is very weak, demo among the weakest killers. No wonder I almost never saw it even when was available to buy
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The generator repair status setback should be buffed and the time out of action should be nerfed.
If SWF did not exist, it could have been nerfed more correctly and significantly.
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There is no need to stop the kill switch to the BP offering.
The consistency of BHVR is discussed here.
The management mentioned that kill switches are applied to bugs that are considered game breaking.
in 6.3.0...
・The ability to have multiple stun grenades was not killswitched as a game breaking bug.
・The bug of Lullaby not working was not killswitched as a game-breaking bug.
・The BP offering was killswitched as a game-breaking bug.
Why is BP Offering considered a game-breaking bug and the above two are not considered game-breaking bugs?
As a player, I think the top two are game breaking bugs, so if you want to be consistent, either killswitch them all or don't killswitch them all.
And now with the 6.3.1...
・Bug where the Boon totem in wrecker's yard cannot be destroyed.
・Bug where unusable hooks spawn in Midwich.
We are watching closely to see if BHVR deems these to be game breaking.
We are not convinced that only BP offerings are killswitched.
I hope you will think carefully about whether to killswitch a serious glitch in the main part of the game, the ritual.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3236107#Comment_3236107
I am pretty sure the mods will notice that English isn’t your native language and will act accordingly (maybe edit your post and inform you without outright giving an official warning) - as long as you stay polite and respectful, don’t post leaks etc, you shouldn’t be banned like that
Thank you kindly for sharing with me.
In fact, I am often emotional and I am ashamed of it. I was even temporarily banned for emotional language when the Japanese forum was still up and running.
I am conscious to refrain from that... One step of machine translation might be a little just right for a cool down.
However, I also like sarcasm and jokes myself, so I'm concerned if they are translated correctly (I'm afraid if it's a terrible rant).
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Well, if you don't mind if it shows "one more day" with 5 minutes left.
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There are not that many situations where a hook grab could happen, so I don't mind removing it.
If hook grabs are not removed, I would like to see one change made.
When the killer hook grab animation is playing, the hooked survivor is considered part of the animation and cannot be unhooked while this animation is playing. Please remove this and exclude the hooked survivor from the animation and make it unhookable when the hook grab occurs.
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Hello from Japan, too.
As we are also Japanese, I am familiar with DbD slang in Japan. Like kebab.
Maybe this is not the answer you are looking for:
One that I've seen recently, now that I'm staying on the English forum, is "Sad-ako".
It is a reference to Sadako, but the emphasis is on "Sad"(悲しい) because she is weak. I like it okay.
If I were a native English speaker, I would know more interesting DbD slang.
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Frankly, he is weak but still doesn't need a big buff. I would like to see some changes though.
If there is one change I would like to see him make, it would be if he no longer needs add-ons to make traps harder to see. It would be nice if the entity could apply the best paint for the map.
The other thing is that it is extremely vulnerable to SWF. I'm stalking a trapper, and if we deactivate all traps we can make him a substandard M1 killer with no abilities. (If not, you can voice chat where the traps are)
How about using the killer instinct to detect a survivor on camera who witnessed the trapper setting the traps? Might not be a good change.