johnmwarner
johnmwarner
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@Knots said:
https://forum.deadbydaylight.com/en/discussion/comment/949853#Comment_949853
Basement Bubba is how you farm BP but depip.
Hmmmmmmm I would get sooo bored though
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@Bustanut_Champion said:
https://forum.deadbydaylight.com/en/discussion/comment/951838#Comment_951838
"I'm not having fun playing this game, so I'm thinking about quitting. Here's why." Is not something that opens people up to getting ######### on non-stop, even if not worded gracefully. Not a great attitude to have towards people voicing their opinions and complaints; that's almost entirely what the forums are comprised of. That kind of mentality is what leads to all the needless flaming. Just address the main point of the thread instead of attacking the person for one part of what they said.
Actually the way he worded it does matter. I’ve said dozens of times “if they don’t fix X I’m worried people will quit in the coming years or so. Haven’t ever been responded to like OP was
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/951815#Comment_951815
No but they show there’s more killer players. Devs have said this on Twitter as well, which I’m trying to locate.
Not sure how up to date those numbers are. It may be different from region and platform, but I can get instant games on killer. Using that as my only gauge it stands to reason there are more survivors than needed and less killers.
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@Bustanut_Champion said:
Broskis. Bro-cha-chos. The man is saying he doesn't like dealing with DCs and people being absolute buttholes to him back to back to back, with the root problem being matchmaking and it's state of being a dumpster fire. What perks the dude has is incredibly irrelevant, and his skill level is plain to see and part of the issue of being put against red rank survivors. Toxic people should really start getting the axe more for talking ######### as much as they do.
He opened himself up to aggressive reports just from his title, threatening to quit the game if he didn’t get his way.
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@BadMrFrosty said:
Wait.. so the New Years Skins didn't fix your problem? Weird. That usually works.
LOL I used to being this up, then all the brilliant minds in here remind me separate teams fix bugs and one does cosmetics.
Seemingly the cosmetic team had triple the members though
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@paint1210 said:
That is why I love old freddy, because not one can report you or even record the clip because survivor can't see you aura 🙂
I would think Wraith works the same? If you’re not moving you are completely invisible with no terror
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You start invisible ad wraith so they won’t see or hear you, do their five gens and maybe totems then leave. You get exp and rift based on game length
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/951456#Comment_951456
"Fun" is such a subjective thing that it CANNOT be the basis upon which we decide if a DC is acceptable or not. If we do this then everyone who DCs will find a reason to justify it because no one likes to blame themselves as being the problem.
Edit: I enjoy going against stealth killers because it actually adds a little fear into the game and makes things a bit more challenging, so by player X deciding to DC it has now ruined MY fun for his/hers simply because they find it "annoying" and would rather blame the devs then play the match as intended.
@sk1913 said:
Just started a game, killer was GhostFace. Two survivors immediately DC (I don't blame them, stealth killer are very annoying). Five gens to go, 2 VS 1 game. Thank you Devs for this game balance. Seems fair.
I agree with Mega, stealth killers are the ones that make me the most nervous so I have the most fun.
most people don’t like stealth killers, is this you sk1913, because they have only learnt and mastered looping so anything that causes them to adjust is unfun.
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@shalo said:
It's been going on more like two months. I'd like the Devs to explain why they lied about the 6 match hard limit.
They didn’t lie, the matchmaking is bugged, and they have said they will get to it free winter break.
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They’re aware of this issue, they already said they’ll work on it after their holiday vacations.
There are literally dozens of almost identical threads about this now, why make another way? Your situation is not any more dire or unique than another.
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This would cause 99% of players, or at least those who want to “win,” to play the same character. Almost every suggestion includes Meg getting a permanent speed boost, even 1% would make her the chosen survivor for anyone serious about winning.
Hooray Nurse against four Megs, AGAIN
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/950814#Comment_950814
But what if the killer isn't AFK, he's just not moving. Like a predator, lying in wait, for curious survivors to come near him so he can scare the ######### out of them with his chainsaw.
Gotten 4Ks this way, totally legit strategy yo
Lol too funny. You could definitely make An argument, “I’m not good enough to chase and catch survivors so I pretend to be asleep until they get close enough to chainsaw or even NOED.”
Not saying this is you, but it would be a funny argument if they did try to ban you.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951140#Comment_951140
If you're running a basement build you'll get the survivor to the basement no matter what. If you're afraid of them escaping close the hatch before picking them up.
Problem is you close the hatch that starts the countdown, now even with agitate + iron grasp it could take a couple trips to get them the whole way there. Meaning if they manage even a couple loops you’ll get them again but not in time to carry them, they’ll die to the entity
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/950814#Comment_950814
OOF. Imagine being shut down that hard.
Legit though, I don't advocate deranking for any reason, but just go out there, hook everyone, down them repeatedly, then let them escape if you must. At least you walk away with a healthy amount of bloodpoints.
Not shut down at all, it’s reportable on that ticket but according to the page... on... this... site it is not a bannable offense
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@Boss said:
It's written down as a reportable offense in the in-game reports.
Uhm, no it isn’t... please don’t spread misinformation
unless you consider it holding a game hostage which is most versus not is not! holding a game hostage is blocking someone in a corner somehow, never attack them and forcing them to DC
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/950414#Comment_950414
I wouldn't be waving my arms until I started being near going into struggle though, so his gen wouldn't be at 5% until it was already too late.
Also you know nothing about me. I don't even unhook people most of the time as others generally are running to the hook while I'm on a gen, so nice try. You should have read the rest of my post instead of assuming things, as I mentioned multiple times "prioritizing that 95% of a gen over me going into struggle".
You openly admitted that you would let yourself die right in front of a teammate, that tells me all I need to know. Even IF you went to second stage before getting unhooked it’s at least a second chance.
But by all means take your ball and go home to pout when people don’t play your way.
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@LordCyphre said:
BBQ auras aren't that strong. It is rather easy to fake out killers with low mobility or counter aura reads completely.
The aura reading is nice to have, and I probably would use the perk less if it wasn't there but I most certainly wouldn't run it at all if the BP bonus was removed and switch to Thrilling Tremors instead.
Right! I just assume killers have BBQ and fake them out, since I’ve started using Kindred too I can see them moving towards me and I know it’s time to get away and make them waste time searching bushes and lockers where they think I am
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Survivors, “I hate killers who camp hooks.”
Also survivors, “this perk that gives killers incentives to leave the hook and cross the map needs nerfed.”
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@humanbeing1704 said:
I don't expect Devs to play their own game 24/7 would you rather they play the game or actually do their jobs
The problem isn’t that they don’t play it, it’s that they don’t actually seem to understand it. The adjustments they make are often detrimental to the game and both sides disagree with it
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/949617#Comment_949617
Well, if we were to ever get in the same game, you deeming that 5% more of a gen over me going into struggle would then get you a lost teammate when you finally decided to come get me. I don't let people unhook who prioritize 5% of a gen over getting me into stage 2 when they're 10 miles away and you have to account for travel time. I don't wave unless this is the case and everyone is on a gen far off into the corners of the map away from me and my struggle bar is going down to the point where they might not be able to unhook me before stage 2 in time, but if I go into stage 2 and they finally come get me, I suicide right in front of their faces because they don't deserve those altruism points. I really think everyone who isn't on the hook should lose altruism points when someone goes into struggle from stage one. Maybe they'd feel it a bit more.
It takes you one full minute to go into struggle stage, his 5% of the gen will take less than 10 seconds leaving plenty of time for him to get you even across the map.
Leaving a gen at 95% opens up the killer to kicking it, even Popping it with PGTW and is much worse than letting you dangle for 30 seconds.
I always seem to end up in teams with 3 people like you who as soon as someone goes down they run into position and crouch until the killer goes away to make the unhook. This ends up costing us 20+ seconds of them doing another action, toss in the other survivor that is hovering with them and that’s half a gen worth of wasted time. These are the types of teams that never seem to make progress.
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I stink at DH, I was bad using it before the dedicated servers so I use sprint burst to help myself get to a safe loop if I’m working on a gen in a bad spot
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I’ve seen even worse as a survivor, we had a team of all red ranks so that’s between 1-4 and we got paired against a rank 15 killer... poor guy got one hook the entire game. This should be priority number one after Christmas break for them
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The amount of grinding you have to do on top of the rift challenges hasn’t changed since the “whining,” this is a really weird argument using two totally unrelated things.
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/950149#Comment_950149
It's all good. But I don't know if that issue is fixed 100%. Could've sworn I've seen some survivors (all with items) run during chase and then somehow activate sprint burst still.
If it’s at 99, like really 99% the walk is so fast it looks that way. Maybe there’s a bug but some of the better SB users make it look perfect. I can’t get that close I’m afraid to waste it
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@Aztreonam78 said:
Nerfing Balanced Landing instead of reworking badly designed maps was a very short-sighted decision.
Holy #########, everyone, EVERYONE runs Dead Hard. Everyone now greedy as hell, playing m1 and not only killers is exhausting.
Only sometimes I can see Sprint Burst Survivors.
And so barely can see other exhaustion perks. For some reason Lithe is ignored greatly.
Holy #########.
People don’t use lithe a lot because it only activates after a vault, by then you are already safe.
Second, it can force you to leave a strong loop like some of the T wall combos, or stay at the loop and waste the speed boost.
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@MontyBurger said:
Just the aura reveal from BBQ & Chilli makes it easily the best perk in the game but it alao give you an extra blood point bonus? I mean just why? I would take the extra blood points as a perk by itself, let alone with the aura reveal.
(devs if you’re reading this please put bbq and chilli in the shrine thanks)
It’s not even the best perk in the game WITH the aura and bonus BP.
I only run it because I care more about BP than winning. I’d rather run a slowdown perk than BQ.
If anything, WGLF should get some sort of extra benefit other than just BP
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/949787#Comment_949787
Leatherface P2 outfit looks good imho.
I like bloody Bubba, plus he doesn’t have any cosmetics to buy only his masks to earn.
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@Elegant said:
Most companies have devs who aren't very good at their game. They generally hire knowledgeable staff for purely balance purposes and often discuss changes with the top players in the game. This game has issue doing that because it's hard to know who good and bad players are because of how irrelevant getting to rank one is
Also, there are two sides survivor and killer which complicates things. Plus casual vs competitive try hard.
Similar to how blizzard never managed to balance WoW because they wanted to balance it for PVE, PVP, casual and hardcore players.
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@PistolTimb said:
I think most prestiged cosmetics are pretty hideous. The only notable exception is the Myers mask. Everything else looks like they dumped a jar of strawberry jelly all over the killers and survivor.
I agree, I enjoy the store cosmetics more which if I put my tin foil hat on is probably intentional.
Either way I would rather not prestige and lose all my items, and have to re grind all the perks.
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@Deadeye said:
@T2K at least, when you are used to hit great skill checks, ruin still does its job by preventing the bonus in progression. although that is not much, but it regularly comes to these seconds, if a survivor can commit to a gen and complete it taking a hit or not.
About the rng skillchecks I don't think it is a problem. If you say "no advantage to either side in long term" that should be ok. That's the "high risk high reward" principle. It is wasted when you spawn beneath a totem or in LOS, which should not happen and is, as I understand, on a regular update cycle to improve totem spots. But it is most likely taking very long, until this mechanic works for all maps. Badham, Gideon and Hawkins are actually pretty good, there are just very few obvious totem spots.
yep the updates are just going to take forever, see my last post about them taking approximately two years at their planned pace. Until then killers have to choose whether or not to risk using a perk that may do almost nothing for them. And survivors are faced with the possibility of facing a Ruin lasting all game in the newer maps in some spots which is almost a guaranteed loss for rank 10-20 survivors
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@PistolTimb said:
I agree that Ruin should be changed to be more consistent. Killers can use it to ROFLstomp bad survivors, but good survivors will find it immediately or do gens as if ruin wasn't even in play. Maybe if it had a much stronger effect, but had a strict duration, then it would be properly balanced.
Maps should be addressed first, though. But I doubt they will get the attention they deserve.
They’ve said they’re working on maps, but it’s like one map every mid chapter patch so I think it will take two years to do them all. And that’s IF the changes they make are even better than current state.
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@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/949724#Comment_949724
The devs say it that they aim so the missions can be end in 2-3 game normaly and are the numbers i see for me expiriens but i maybe be lucky and that way i do them.
Interesting, I wonder how they managed to get 15 Iri emblems in just 3 games.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/949715#Comment_949715
What makes you think that's the ideal? I would think it would vary depending on the challenge.
The way I see it, some challenges are like difficult achievements, that you need a lot of skill and a bit of luck to complete, and sometimes it takes a while to do - and that's okay, in my opinion. It's mostly in the attitude. As long as you think of them like achievements rather than dailies, they become a lot less frustrating to work on.
A lot require too much luck. Take Dark sense and 4 gens, I saw a lot of people complain about it and I totally lucked into it first game I tried. We had a basement camping Bubba, no insidious, and one of our teammates kept circling the basement trying to figure out a way to make a save. Me and the other guy cranked out gens with no care.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/949715#Comment_949715
What makes you think that's the ideal? I would think it would vary depending on the challenge.
The way I see it, some challenges are like difficult achievements, that you need a lot of skill and a bit of luck to complete, and sometimes it takes a while to do - and that's okay, in my opinion. It's mostly in the attitude. As long as you think of them like achievements rather than dailies, they become a lot less frustrating to work on.
A lot require too much luck. Take Dark sense and 4 gens, I saw a lot of people complain about it and I totally lucked into it first game I tried. We had a basement camping Bubba, no insidious, and one of our teammates kept circling the basement trying to figure out a way to make a save. Me and the other guy cranked out gens with no care.
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@oxygen said:
Skill checks can screw people in lots of ways. Survivors getting none vs ruin, or on the other hand getting bombarded by rapid-fire skillchecks when they can't hit them all. Same for getting no skillchecks while using Autodidact or other perks/addons that encourage hitting skillchecks/great skillchecks. It's just how it is and I personally don't mind it.
I'd like to see hex totems appear as dull totems for a limited amount of time at the start of the game. Encourages survivors to actually break dulls in case they're a hidden hex, and also makes it so they can't be 100% certain a given totem is a Hex because they broke it/saw it right after spawning.
Some people fail to realize that even a Ruin that lasts like 40 seconds did some work for them. The time from the start of a match until the killer's first down is where generators are at the highest risk of being done quickly, even a little bit of delay from missed skillchecks, denied bonus progression from great skillchecks and survivors that might go looking for the totem can make a huge difference. Whenever I see people act as if the game is lost or disconnect when Ruin blows up 1m30s into the game or something I roll my eyes so hard I can see the inside of my skull - that totem already did its job when they needed it the most.
I agree, if Ruin gives me two minutes that is HUGE, especially considering most likely at least two survivors were looking for it. This is why even though it can go instantly I still feel it’s better than Corrupt intervention, a perk which many people compare or replace ruin with.
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@DAMNFASTDEAD said:
https://forum.deadbydaylight.com/en/discussion/comment/949525#Comment_949525
I consider chess, no matter how a game ends, to be an extremely respectful game. I don't know any other way. No matter whether I had won or my opponents had won, we always shook hands in the end.
In a game in which the highest of feelings seems to be able to play an animation as a killer, in which a survivor is masacred by the killer, I can unfortunately not understand this, even if some in the forum write that they enjoy this moment as a killer and/or survivor.
For me the difference between chess and DBD is that both are arenas, but in chess both opponents can leave the arena with their heads held high, no matter how the game ended.
Both sides could feel this way at the end of a DBD game as well, it’s not the game stopping it it’s the playerbase.
ive most chess, DBD, basketball, track races, and more and been able to walk away with my head high and a good feeling because both sides played fair.
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Just the other 3
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@PistolTimb said:
You should save up for killers, unless you already have the ones you want. Skins can be cool to get, but of course alot of the best ones cost real money.
Using them for bloodpoints isn't a bad idea, but the conversion rate is terrible. 2000 shards for 150k bloodpoints, when it would take several dozen games to get those shards and over that time you would get well over 150k bloodpoints.
I have all the killers, no real cosmetics I want and the rate in them is even worse than shrine IMHO
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@SambaSaw said:
https://forum.deadbydaylight.com/en/discussion/comment/948454#Comment_948454
My point exactly. They were practically promoting not being useful to the team cuz who gets 4 stuns in 1 game. You loop and drop a pallet if they get bloodlust and you sometimes get a stun.
I actually screwed myself out of getting this because I have started eating that first hit rather than using pallets. I could have probably had it first attempt if I pallet camped and tried for it, instead it was the last one of level 4 I got done. I left it selected forever and just this morning got a farming bubba!
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Some games are boring, especially with matchmaking so busted. Luckily I find my own fun in most games just screwing around
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Very few people say that, if this is bait try harder. Most people want keys and mori both removed or changed drastically
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@SambaSaw said:
This challenges were actually mostly fine.
People complain about complete 4 gens with dark sense. Well that's a real challenge. It wouldn't be much of a challenge if it was that easy now would it?
But the ones that you have to play 10 games were really annoying. For example search 12 chests. If you want to pip and at the same time do the challenge you can search 1 maybe 2 chests if you don't want to completely leave your team hanging.
And the one with 4 stuns in 1 game. This challenge f'd up all of the red ranks. People started throwing pallets for no reason, they were competing who is getting chased and no one was doing gens.
That’s the thing I didn’t like, a lot of them were actually super easy if you didn’t mind tanking your team. Meaning the first few days of each new level you almost never get a “real game.” Teammates just throwing pallets like they’re going to expire, or refusing to do any gens or unhook people while they loot chests.
At least the ones that require cleanse totems or healing other players will help the team in some way.
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@mmain said:
I'd be thrilled if they learned to do away with the challenges that have to be completed in one match. They created a massive amount of DC's with those.
The “within one match,” are fine if is within your control. Doing 4 gens requires your team to not finish their first one while you’re doing your first. Killer ones require no survivors to DC.
i would rather see more of escape while using “this perk,” or for killer something like manage ruthless or merciless killer while using “this perk.”
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/947636#Comment_947636
Versing less skilled players -> chill game.
For you, not necessarily for them. If you’re a killer going against lower survivors you’ll probably down them almost instantly. Maybe you let them go at the end but they still don’t get to “do much,” for that game. They feel absolutely helpless and dominated, knowing that the killer had to let them win.
If you’re a survivor going against a lower killer he will struggle to catch you, or at lest he should. If he finds you first 2-3 gens may be done during the first chase and unless the rest of the team is “being chill,” too he’s going to end up with barely an hooks.
Do it if you want a more fun game, but realize a more fun game for you probably comes at the expense of the other side.
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@DwightOP said:
It's simply more chill. It's done in every pvp game
It’s done to play against people less skilled then yourselves. It’s the PVP version of playing Madden on rookie difficulty and beating teams 80-7 I guess if it Makes you feel good ok
@Mellow7 said:
Probably so they can practice a new killer without getting obliterated by red rank survivors or maybe they just want chill matches and not try hard games. I can understand using a smurf for killer but using a smurf for survivor makes no sense since all survivors are just skins with different voices and don't have a unique skill that needs to be acquired to play them efficiently.
People do it as survivor so they can face rank 15 killers who don’t understand chases, loops and kind games. That’s how they get those 4 gen chases
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@Nicholas said:
I have a second account specifically to play with a very good friend who happens to be a potato Survivor. I have tried to play with her in red rank with two other friends but she dies very quickly and becomes frustrated. She loves escaping, so I usually spend time helping her and making sure she escapes and I die. I really have fun playing with her and that's all it's about for me.
That’s cool, I should get a second because on the rate occasion I play with my GF I know if she gets found it’ll be over fast. She doesn’t even have the basics of strategy down and isn’t a gamer. We’ve resorted to KYF with my two nieces and we all have to go easy on her
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@[Deleted User] said:
This is yet another reason I hate DS. It makes people play stupid like this for whatever reason because people WANT to be downed to DS the killer for... whatever reason.
People go out of their way to use DS and also use BT poorly, like Running at the killer and not even to tank a bit for the person who unhooked them.
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Something makes me feel OP also gets mad if killer doesn’t let him have hatch
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@Nicholas said:
What about the fact that no one is coming to get you? I've been in games where people wave to signify that. There are many reasons to wave. I'm not always certain what someone is trying to say. I wish the Survivor icons in the bottom-left told us when someone was crouching, running, in a Chase and on a generator. I'm curious if people would change their play Styles or would we actually see people Crouch the entire match. We definitely need more information in the game. It's one of the reasons I don't really like playing solo.
Bond or kindred is a wonderful way to make yourself sad when you realize your teammates spend 90% of the game crouching or hiding in lockers
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Not to derail, but this is a good example of SWF having an advantage over solo. Imagine two players thinking it means camping and two thinking it means save me.