johnmwarner
johnmwarner
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/919760#Comment_919760
It would be nice, but with the amount of people that are being forced to DC at the moment, I believe they made the right call. DC penalties are a good thing and will most likely be implemented soon, it's just that right after the patch turned out to be a particularly bad time for it.
I understand, but the problem is they do a patch every six weeks, and there are always bugs that pop up... So if the first couple weeks (which is what we are so far) after the patch aren’t a good time to implement penalties it seems well never get them.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/919711#Comment_919711
They said that originally, but they delayed the DC penalty system because they didn't want to introduce it while the game still contained so many gamebreaking bugs that forced people to disconnect. So they decided to prioritise fixing the bugs which came with the latest patch before implementing punishments for DCing. We should be receiving more news on the topic in the near future.
I have a feeling this will slowly drift from our memories
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/919493#Comment_919493
I mean, there is no reason to have an Ultra Rare for Medkits. In fact, every Ultra Rare (except Keys, but it is only a matter of time) on Survivors Side is not worth the BPs, because they all got nerfed (justified, but still too expensive afterwards).
And I agree, I have so many Stuff which I will never use. Maybe at one point they will introduce the option to sell Add-Ons or Offerings for a small amount of BP.
Please yes!!! Even like 25% would add up with some of the junk I have.
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@MegMain98 said:
Because the devs don’t want another Prayer Beads Spirit situation where you have zero audio cue that the killer is coming. That’s why Demogorgon has an audible cue that he is teleporting and has very loud footsteps. Same with other killers. Freddy has blood that comes from the generator when teleporting. Ghostface’s robe flaps. Myers has loud breathing. Pig has an audible roar before dashing. Wraith has to uncloak first, etc...
However I do believe that Demogorgon’s audio cues should be toned down a bit, even from the killer’s perspective. Demo has extremely loud footsteps that even he can’t hear survivor footsteps over his own. His SFX should be quieter on both the killer and survivors perspective.
It wouldn’t be prayer beads, he already had a noise when he starts to teleport so anyone could immediately start looking around.
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@Aven_Fallen said:
They are still good, both of them. Both also have some form of Counterplay, if the Killer waits for 10 seconds, he can usually counter both (too long for the purple, too short for the pink).
However, they are not worth the 6k/7k BPs.
most stuff on the web isn’t “worth it.” Mists, over half of the addons for most killers never get played, even the bonus point ones are barely worth it IF you max out that category in a game. They need something to fill space, what else would they make the ultra rare? Medkits, mo thanks they would be too scarce then.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/918933#Comment_918933
You can literally do other things while you heal. They shouldn't be used mid-chase for a free hit. They should be used to counter anti-heal builds and save you the time of healing yourself.
You use an insta, you can work on a gen and heal while you do the gen.
This guy gets it! The old insta heal was way too strong, especially against M1 killers it made them require three hits to down a survivor, the new ones are good but not mindless.
Unhook someone, predict or hear the killer coming back, give them the heal then split up, you both gain distance from the killer and they’ll heal to full before being caught.
See someone on the ground who hasn’t recovered yet, give them the heal while the killer is close and he will almost certainly chase you and leave them slugged, now they’ll get up when he’s a bit farther away, this can lead to them unhooking someone else and snowball. I’ve had games with one down, two on hook and then I do this and the killer chases me. While he did get me and down me by that time all three of my teammates were back in the game and we came back to win. That turned a 4K into a 4 escape.
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@Artyomich said:
https://forum.deadbydaylight.com/en/discussion/comment/918938#Comment_918938
What? Of course you can't use a Medkit when you're not injured lol what are you on about.
You said it grants you a free hit from the exposed effect, how? If you’re at full health and exposed, by Haunted ground for example, it isn’t giving you any protection.
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@Artyomich said:
Insta heals are still good. If you're a good survivor and not using a Syringe like a dunce 16 seconds should be an easy time to cover.
Purple add on is arguably better, It actually grants you a free hit from Exposed effect now since it's endurance instead of one healed state.
You can’t use it unless you’re injured, so it wouldn’t protect you from a Chainsaw but if you’re a t full health
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Tested it and it did lower the charges by 8 so time to try one that increases thanks guys
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This comes out sounding like “this killer was definitely OP on the PTB even according to a lot of streamers, I figured I could use him to dominate before they fixed it. Dang they fixed it way quicker than I expected.”
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@Alice_pbg said:
Both play very differently, so in the fun category, you have to be the judge.
Tru3's play style with the wraith is effective. If you like playing like that, he will serve you good. He's still fun when you don't play like that too.
I haven't played oni enough to give a good criticism... 🤷♂️
Yeah, I feel like both killers can be fun in their own way. I’m thinking Oni first at least to 40 for perks and then start pumping points into both.
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@Monlyth said:
Personally, the only change I really want is to make it so that missing a single swing doesn't drain your entire power. Always annoying when that happens; I often miss out on a whole bunch of hits because of it.
Agreed, if they want a penalty sure but this is too severe. Maybe end the power and stun, but leave the meter where it is? Or drain the meter partway like 25%
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@SilentSpectre said:
Nope, they're original (finally, after 6 months of no original content :/).
The joke
—————
your head
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/907686#Comment_907686
General killer nerfs:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
HISTORICALLY, bhvr has done its best to even the playing field. With every thing given. it has been given to BOTH sides. for everything taken away, it has been taken away from BOTH sides.
people need to stop putting one side on this "cater" pedestal and closing their eyes to everything else. this is why the rift between survivors and killers is so god damn big and why the community consistently nasty toward one another.
I wish more people could have the “both sides,” view. It’s not always exactly even, or exactly at the same time, but survivors and killers both receive buffs, nerfs and other changes.
The devs are TRYING tinker things fair-ish but they sometimes don’t seem to understand their own game completely.
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@Umbrae_pk said:
https://forum.deadbydaylight.com/en/discussion/comment/907267#Comment_907267
Spine Chill increases your vault speed when active.
Repair, heal and sabotage unless they made some unidentified buff that isn’t in the tooltip
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@Figas said:
Resilience makes you vault 9% faster while injured, plus you do everything else faster, and plus, it stacks with spinechill. Consider running those if you want some really fast vaults.
What does spine chill have to do with vaulting
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@KiraElijah said:
Actually, if you check the stats, the worst killer has a 50-60% Kill Percentage, soooooooo.
Actually if you read the post Peanits specifically says stats aren’t the end all be all, many factors need to be considered.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/905474#Comment_905474
bamboozle is just a band aid fix just like ruin to fix gen rushing
Why is the answer Bamboozle... but if people tell survivors to run BT or DS to counter tunneling we get laughed it because “survivors shouldn’t be forced to use a perk.”
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Because they’ve seen streamers or toxic players do it and don’t understand you need a plan, or at least an idea of how far the hooks are
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@Schmiddy21 said:
I mean if you're going to nerf keys, then nerf ebony moris. As op as killers say survivors are remember you keep getting survivors nerfed. Bloodlust is now a thing, hitboxes increased in size, perks are consistantly nerfed on survivors and not killers, aim assist was also added. But lol to that.
Bloodlust was added because without it some loops literally could go infinite... how is that a good idea at all?
Also auto aim screws me as much as it helps me.
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@anarchy753 said:
I'm saying this as someone who's played a large amount of both survivor, and Oni recently.
On PC he's definitely pretty ######### gross. I don't think I've seen an Oni have a bad game yet, myself included on him. This is a brand new killer, and he should so quickly just be 4king seemingly every match against decent red rank survivors.
He snowballs incredibly fast, and there's almost no downtime to his power. He downs someone, then picking them up and hooking them there's like 5-10 seconds before he's recharged and back at it.
His power has far too much control for how powerful it is. There's no penalty for hitting anything, even to the point where you can hit a solid object, maintain the charge while forcing him to turn, and then keep going on your way.
The strike has far too much reach and spin on it. At the end of the charge I've been able to run along a wall, have someone get to the end of that way, 180 and run along the other side in the complete opposite direction, and still been able to hit them. Most of the time it feels like if I just swing in their general direction, it does most of the work and downs them.
He only takes a short time to get off the ground, but becomes a vastly better Billy basically permanently, but then also has Legion levels of mid-game stalling by forcing you to heal or constantly reveal yourself.
He has too much of everything going for him, and I really hope they already have some nerfs in line for him. I really hate these people that respond with nonsense like "killers finally have something fun and you want to nerf it??!!1!" Yeah, because you're only finding it "fun" because it's broken in your favour.
How are you sure they’re decent survivors? I mean it’s nearly reset so almost anyone who tries is red rank by now... these are the times you can screw around, try challenges and still 4K with trapper for example.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/901344#Comment_901344
No, I'm really am serious. I am thinking about taking it off, many of my friends already did. I played with DS all day today , got to use it once and the killer could have easily avoided that.
As long as someone in your team had it, or anyone is an obsessions than you don’t need it. The killer will be scared anyways
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/900170#Comment_900170
Well, exactly that happended to me yesterday. And you know what? It was my fault, because I wanted an easy hook.
it's like saying NOED it's unfair for survivors because you're being punished by doing the main objetive. You wouldn't say that would you? If someone unhook when you attempt to leave and you hit the unhooked but... surprise he has endurance, don't say BT is unfair as nobody forced you to come back nor hit the unhooked. You have two options with a DS man a) hit them and slug them (of course meanwhile searching another survivor), b) hit and grab them so that will disable their DS forever (Even if you loss the chase, sometimes it's better to disable their DS, specially if it's the early game so it won't become problematic in the late game).
How is it an easy hook? I literally chased someone else down and hooked them first, then came back. If you don’t move away from a hook in 30 seconds you deserve to get hit again.
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@Saitamfed said:
The only time I had issues with DS as a killer was... in fact, when I was tunneling. And a 5 seconds stun with a 15 second chase is not so long. If you're chasing another surv and you hear that the DS survivor was unhooked, and you approach there well, you are tunneling. There are four survivors, 60 secs seems to be long but is not. Just chase and hook someone else.
Ok, I hook a survivor and they get unsaved literally 5 seconds later as I’m turning and starting to walk away. I turn around and down the person who made the save, hook them and the previously unhooked person is still right there and goes down. All of this happens in a minute, I don’t consider this tunneling as much as the survivors playing very poorly.
Generally if they’re this bad then the stun won’t be too bad so I eat DS... but still it’s clearly not an anti tunnel perk only
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@thrawn3054 said:
The majority of the time Ds counters tunneling. Will there be times that it punishes non tunneling behavior? Yes. Nothing works 100% of the time the way we'd like. But it does generally work as intended. Honestly if you want to counter Ds don't tunnel. That will counter it 90% of the time The rest of the time, slug them. Slugged or on hook they aren't doing gens. The amount of pressure is nearly the same. I will say Ds can certainly feel unfair during the end game. I'd even argue it should be tweaked to work differently during end game.
If they changed it to deactivate upon the next time you hook someone that would end These complaints. And it would still be anti tunnel
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@DarthRane said:
https://forum.deadbydaylight.com/en/discussion/comment/899302#Comment_899302
https://forum.deadbydaylight.com/en/discussion/comment/899302#Comment_899302
I think it should be based on the survivors ability to get the killer into bloodlust cause then it rewards skill it actually is acting as an anti tunnel perk and them it actually adds REAL counter play on the killers part
And you're absolutely right every1 automatically assumes it's just killers who think it's a stupid perk.
I love it as survivor but it's broke as hell there's zero counter play to it.
Right! I play survivor too so I know why suriviors use it... because it is just so strong!!! So I don’t blame them, same as I can’t blame Them for using stupidly strong loops... I do the same thing as survivor
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@Peanits said:
I see the point you're trying to make, but it really is countered by not tunneling. If someone tries running at you at the last second to make you grab them, slug them for a few more seconds and it'll run out. Running out the clock isn't a big deal unless you are actually chasing them off the hook and have to wait almost 60 seconds.
I keep seeing this defense, and I keen asking “if it is anti-tunnel why can’t it deactivate if someone else is hooked?” If I hook another player then come back, find, down and hook the first player they is literally not tunneling. But I can still get hit by DS
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@Toxicboii said:
This will raise Toxicity exponentially. Because now the objective becomes 'annoy the killer until they dc', since you get a free win from it.
Lads, this is not a mechanic that is to be added for the sake of a Steam Achievement.
AN. ACHIEVEMENT. Of all things.
Not an achievement, a rift challenge
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@[Deleted User] said:
I think Kindred base kit is too strong, but I wouldn't mind a more subtle version of it, or putting more info on some other perks that are lacking.
Like, maybe make We're Gonna Live Forever show you the aura of survivors who's in a chase with the Killer, either permanently or just the first 5 seconds of the chase, or something like that. Or maybe you see the aura of all other survivors when another survivor gets unhooked for 5 seconds. Just small stuff like this would go a long way, and would also make blinding effects that the killer has actually more useful instead of a meme.
Yep, plus WGLF should have some effect other than BP just like BBQ and chili
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Maybe holding off on a skin in case they do a whole chapter?
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@Maj33y said:
There's nothing they can do about it at the time being . It's lack of players on both Sides of the same Rank .
Meaning to Say for instance Players at Red Ranks might be 20 or 30 % let's say .
So when You Match up at that given time how many of those 20 % are actually online and playing The Game .
5 % more or less ? and if some are even already in Games it'd mean more waiting times for players who are in lobby .
The options that they have are limited without Dedicated Servers .
1. Remove Geolocation Matchmaking .
It'd affect the ping and People would be so unhappy with bad ping.
2. Remove Rank Requirement .
And you'll find players feeling unhappy about being Matched with High Rank / low Rank players.
3. Merging the player base with Cross-platform . (Only possible with Dedicated Servers)
Could possibly improve queue times but then You'll still find players unhappy with PC VS console controls giving advantage to one side over the other .
Bottom line . There are multiple options some are possible . Others not at the mean time but not everyone will be happy with the Result .
As someone who is rank 1 survivor 4-3 (red rank) killer I can say rank really doesn’t matter and they should open up the range more. I’ve played against rank 15 survivors that are better loopers than red rank era, maybe smurfing?
As a survivor I’ve had rank 2 teammates who go down over and over in like 10 second chases
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@Supernaut said:
Hello,
Not played much since 3.4 but seeing a lot about being stuck in basement and also that timeouts are coming for dcs.
Normally id be fully in favour, but If the game is suffering from game breaking bugs, it seems unfair to be waving the ban hammer!
Seriously , please hold off at least till the hotfix is in place!
Kind regards
I agree with you about the basement bug, I do 100% but you want to give people a free pass to DC again even if the basement big isn’t invoked? Because I can tell you now I doubt BHVR is going to receive each game to see if that’s why someone DCs so the only way to do this is no punishments at all for anyone.
What happens next time there is a bug, let’s say Freddy gets a bug that sometimes hitting his puddle permanently locks you into slower speed? Do we forgive all DCs again while that is being looked at? Investigate games to see if it was against Freddy. See if the bug actually happened?
If the bug happens to me I’ll just wander off and find something else to do I guess.
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@Zixology said:
Survivor queue times are so long right now because there are more people atm playing killer due to the basement bug/exploit.
With the lobbies not being evened out, it takes longer for people to find matches.
more killers would mean faster survivor queues...
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Survivor mains “killer A and killer B need nerfed, also add more pallets.”
Also survivor mains “why are queue times so long, why don’t people wanna play killer more?”
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/887008#Comment_887008
The one that doesn't ignore the kills killers are getting each games, yeah that one. Remember 50% is 2 escapes, 2 death. Not to mention how every single killer in red rank is getting above 50%, so what's your point? The devs were the one who made it to show how killers are doing at kill rates in red rank and that's fact. So once again, what is your point?
His point is when the devs gave it to us THEY SAID that facts don’t show the whole story
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/887575#Comment_887575
Nah they sit at the gate for 1 minute and 50 seconds. If the End Game Collapse was 4 minutes then trust they'd sit there for 3 minutes and 50 seconds.
Right? And it is what it is, as a killer I don’t get triggered but according to people’s theory about slugging this means survivors are holding games hostage
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@Thrax said:
Lol. He thinks it isn't unsporting. It's legal but it's still a jerk thing to do. If you are THAT hard up for 4 ks go play scrabble.
Survivors stand at the gate waiting 30 seconds just to teabag before leaving, isn’t that also unsporting and delaying the game?
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They knew this from PTB though, we’ll know streamers (fog whisperers) we’re showing crazy strafing, turns and 180 hits...
how was this just noticed today
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@PistolTimb said:
Bugged by daylight :(
@Peanits said:
Quick update, it seems like some add-ons (namely the charge add-ons) don't seem to be applying correctly. We're looking into it.
Seriously... how does this happen when medkits weren’t even changed this patch?
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@LetsPlayTogether said:
Why sould they address this now after they brought out such a horrible slugging killer like Oni? They did again promote something that not healthy for the game, so you can come to the conclusion, that BHVR doesnt care für game health at all, thinking that sluggging, camping and tunneling still are a thing in 2020. So now survivors have to bring in No Mither (unbreakable just works once), DS (against tunneling lol), and BT (against camper). So they have 3 out of 4 perks slot musthave due to devs not recognizing those behaviour as issues. Playing survivor becomes more and more sardistic.
LOL no mither being a must have, LOL
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Get zero kill, told learn to play or get good. Kill any number of survivors and get called a camper/tunneled. Kill all four and get called a try hard sweaty killer.
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@Bassador said:
Honestly just get rid of the ranking system. That way queue times would be instant. There isn’t a prize or anything if you do become red ranks, so what’s the point???
I see lots of requests for this, I sort of agree but here’s my one big question for you... what about new players?
Okay so “bad players,” who are rank 15-20 now would possibly have to face rank 1 killers but they would probably understand that person is really good.
New players as survivor would get owned and immediately think killers are OP and they never have a chance to win based on how they’re dominated by the rank 1 because they don’t know he’s rank 1 they just think killers are amazingly strong.
Flip for new killers, if they got matched against a red rank SWF they wouldn’t know it and they may just assume they stink as killer
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/879962#Comment_879962
Why even comment to me if you are not going to read my entire post? It was less than 100 ******* words! But I'll highlight the important ones for you since you were distracted by "oooh shiney"....(WHEN NOT AT PEAK TIMES).
And you chose to ignore my main point, the posts I quoted talked about killer queues being long because of “all the nerfs to survivors,” but by that logic my survivor queue times at night are over 10 minutes because of “the nerfs to killer,” right?
This is the benefit to playing both sides, you can get quick games generally whenever. You also see that neither side has it as bad as they think. Neither side had been unfairly nerfed and this comes from someone who plays and enjoys both sides equally.
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@concious_consumer said:
They should nerf solo survivors even more to make the killer ques longer.
There's enjoyment from reading threads like that and I know that the best is yet to come once d/c timeouts gonna go live <3
@[Deleted User] said:
Survivor queue times are VERY quick most of the time. While Killer queue times are getting longer and longer. It's because survivor keeps getting unreasonable nerfs. Once the balanced landing nerf goes through you might actually be looking at queues of an hour or longer killer side when not at peak times. This is just what happens when you have a probable kill rate of over 70% that's only going to get worse. No one wants to be cattle to be slaughtered.
In the evening I get insta queues, watch Tofu he gets insta queues as well at rank 1 killer and his survivor queues are generally 10 minutes. Like someone said time of day matters, as well as rank and region.
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/879857#Comment_879857
Like I just said in my above post, I don't think that's strictly true.
From what I saw you had a ratio of 2/3 survivors for every killer.
I think if they observe you waiting patiently (as a survivor) they leave you but if you're a lobby shopper they tend to put you in a game straight away.
Regular players/killers will get preference over new/inconsistent killers.
EDIT: They might move that around too, say give you one quick game as a new/inconsistent killer but slow your lobby down after that.
I feel like you’re giving them way too much credit. When I play killer at rank 4 and my opposing survivors are ranks 11, 13, 18, 18 or you watch a streamer with a team full of rank 1-2 survivors get paired against a rank 20 killer (literally) you know they don’t have that much control over their matchmaker system.
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I agree, it’s ridiculously easy to at least Black pip as survivor which means just a matter of time to grind out pips to reach red ranks .
Eventually a large % of survivors will be red ranks (let’s say 50% for a guess) and only 10% of killers will reach red ranks because they do depip frequently, the queue times will be absurd or the matchmaking spread will be horrid.
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@Fibijean said:
Unfortunately there is no quick fix for long queue times. It depends on a lot of things, such as time of day, your region, how many other players in your area are wanting to play the same role, etc., none of which are things the devs can control.
The only thing they can really do is open up the matchmaking wider (both in terms of rank and geographical location) so that the matchmaking pool is larger, but if they go too far in that direction, people will complain about bad ping or bad matchmaking according to rank (which is something lots of people already do complain about, without realising that better matchmaking in most cases means longer queues).
It's a delicate balance, and a bit of a lose-lose for the devs, who have to find a way to standardise it such that it works well enough for all their players, even taking into account variables like the above. Honestly, the best and only real fix for both queue times and matchmaking is simply more players, which is probably why they're looking into implementing crossplay between platforms.
In the meantime, I would recommend doing something else while you're waiting for a lobby. When I play killer, I join the queue, then I go and watch YouTube or something until I get a game. Makes the queue times far easier to deal with, and sometimes they even feel like a bonus because I get time to catch up on my favourite shows and play my favourite game intermittently.
I try to give them slack as much as possible, and your explanation makes sense except I’ve seen long wait times as survivor and killer, both at red ranks, in the evenings even.
Waiting as survivor means no one is playing killer and vice versa. Long queues as both killer and survivor at the same time would suggest that none else is playing at all on the east coast in the red ranks, I seriously doubt that’s the case during what most people consider prime time for gaming.
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@Johnny_XMan said:
Cuz every match OP posted is the same.
Maybe instead of posting one sentence, elaborate. Many things are to be considered into a match. Skill, Map, Perks Etc.
Because these 5 minute matches don’t happen nearly as often as people claim. I play 50/50 and believe me when I’m killer I stress about gen speeds. But even at red ranks, unless you go against a coordinated team the gens aren’t going that fast as long as you at least pressure them survivors a bit.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/879737#Comment_879737
Welcome to the party. Many others have already explained how Survive By Daylight works. Feel free to watch me get body blocked all game on Mixer right now.
How often is this happening to you? You can almost always still make a hook even when they try body Blocking, unless the hook is pretty far away and multiple people are getting in your way.
Part of me feels like they’re acting like they’ll body block and then running and you’re actually chasing them down with someone in your shoulder.
I have players, at red ranks, trying to body block and all it ends up being is a free hit for the killer. Unless it’s a coordinated SWF team or all the survivors are together during EGC this generally isn’t a good strategy.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/879588#Comment_879588
So there's really nothing base gameplay related they can do aside from working with the killer. Seems heavily biased to me. Basically they can only be reported for using cheats which is something everyone in all games are reported and banned for.
Maybe I should start playing as Survivors? Nah, Generator Repair Simulator sounds as boring as the Drawer Search Simulator in Friday the 13th.
There really isn’t much killers can get reported for either. Body blocking someone in a corner to cause neither you or that person to be able to do anything until they DC is reportable.
Other things like Mori cancel spam or Doctor three gen to drag out the game are super annoying but not really bannable.