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lucid4444

lucid4444

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lucid4444
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  • @xenotimebong said:

    Higher FPS doesn’t make killers run faster.

    Wrong.

    I uncapped my FPS and now when I press right click on Legion, he runs faster

  • "Don't use self-care"

    When used properly it can be backbreaking for some killers. It gets a bad rep because it's a learning perk, but so many people get hit, then run across the map until they can't hear the heartbeat, run a few more miles, grab some water, run a marathon, find the corner of the map, and start self-caring when they're affected by sloppy butcher.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/183021/noed-needs-to-be-removed-or-changed

    Um, no? The survivors have NOT won until they successfully exit the gate. Your logic is faulty. Let me point out more fuzzy, half-baked logic. All Noed does is make you and the other suffer from the Exposed status. It means you can be downed with a single hit. There are quite a few Killers who can do that to you from the very start of the game. It is built into them. They don't even have to waste a Perk Slot. There are other Killers who have Add-ons and triggers that do the same. There is Haunted Ground that will do the SAME thing but even dirtier.

    The only reason Noed FEELS wrong to you is because you foolishly get this rush of hope and then have to fight your way out. Noed is, in fact, much nicer to you than MANY of the much worse abilities. Why? You know when it happens. There is no surprise. You have the entire game to cleanse those Totems so you make sure the Killer wasted his Perk, and get bonus Objective points for doing it. Even if Noed goes off the Killer STILL has to hit you, and usually when the last generator goes up the Killer has to choose the right gate that most of you are going to run to or they simply miss you. So get over yourself, keep your rage to yourself the way an adult does. We should be dignified and humble in victory, and gracious and polite in defeat. Learn the game. You will find there are things that terrify and annoy a lot more than Noed.

    My god that man had a family!

    joking aside this is one of the best posts here lol

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1538622#Comment_1538622

    ...? You seem to have deftly evaded all of the points of my post that actually matter and focused on the minor comments I made, but w/e.

    Your reply didn't actually provide any evidence for finding all totems before all gens are done not being completely luck-based (even though you say it is "0 skill"). I will give you three different scenarios to contradict your (imo groundless) claim:

    1. I am chased all game until I get downed by the killer before the last gen is done. All of my other teammates are found and go down within the next 60 seconds until we're all downed/on the hook together. I have purposefully avoided them with Bond to let them do gens while I'm being chased. They've had no previous interaction with the killer, but have managed to cleanse more totems than me simply because I was preoccupied. According to all common sense when it comes to evaluating player skill, I would be the player that has shown myself to be more skilled. The other players have not had the opportunity to do so (other than efficiency at gens), and I'm meant to believe that they are more skilled because they've found more totems? I sincerely think not.
    2. I'm playing a game where I do gens the majority of my time until it looks securely like I don't have to worry about not being able to finish them. At that point, I go in search of totems I haven't seen yet (I've found one while travelling from gen to gen thus far). Unbeknownst to me, all of my other teammates who didn't communicate before the match have small game (the luck of that is real), and all of them have found the rest of the totems. One person has found two. Am I less skilled than that player, who had not been completing as many crucial gens as I'd been? I think not.
    3. I decide I want to just focus on getting totems done all game. It's a game against old Nurse with fast blink combo (RIP), and I'm new to the game, but I've watched enough DbD on YouTube to know all the totem spawns possible. All of my other teammates last appreciably long enough in chases or are good at not being found. They focus on generators in order to escape the horror of the killer. I do all the totems and continue to help out, but I go down in 30 seconds of being found, I'm not great at hiding, I'm too scared to push objectives where it matters, and I'm the first to die. I'm certainly the least skilled survivor on the team, and on the end game screen, I see that everyone else's ranks are in the single digits while I am in the double.

    With all of those examples of how a survivor has managed to be less skillful and yet do more totems, I fail to see how your point holds up in the slightest.

    You focus a lot on saying that I don't know where totems spawn, and while I don't know every spawn for every tile on newer maps like Dead Dawg (ugh) Saloon, it's not uncommon for me to find several totems that haven't been cleansed during the EGC on older maps. I going reiterate that knowledge IS NOT skill because calling it "whatever you want" is deceptive and false. Knowledge may be power, but it cannot be confused for the possession of skill. I can know precisely how I'm meant to be a great looper but still have slow reaction time, which gives killers downs that wouldn't be possible against a more skilled survivor.

    In regards to your comment about totem RNG "grinding ...[my] gears", I am putting forth that it doesn't bother me nearly as much as you think it does. The only reason I put my parenthetical against totem RNG in my original post was because I am a strong advocate for placing my own totems whenever and wherever I feel like placing them. Here is the link explaining why the current situation isn't entirely sustainable or smart on the part of the developers (you'll see I like stories, but in this other post's case, they are not based on true happenings): https://forum.deadbydaylight.com/en/discussion/comment/1405572#Comment_1405572.

    I don't think that you are at all taking into consideration all of the relevant factors when it comes to skill or properly evaluating people's issues with NOED. I am happy to be proven wrong, however.

    Yeah i didn't read this full post either. Your examples are hilarious and basically it comes down to whining about how your team didn't do their job. It's a team based game and yeah if they suck and fall into the hands of NOED, then you lose. If they were good, then you wouldn't. I got to the nurse example and just laughed.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1538288#Comment_1538288

    I mean, there are plenty of things to deal with auras, the most important being misdirection, especially from a distance, but "counters" include things such as Sole Survivor. I've gone against killers with Bitter Murmur very rarely, but the most recent of which was one where I had a Blood Amber and the killer was Pyramid Head (on the Game). I could see him try to cut me off, and I just planned around it. In regards to Whispers, the best thing to do is just run after the killer if you're the only survivor left, keep inside the terror radius, etc. Whispers is a perk that requires survivors to move around frequently and somewhat erratically if they don't want to be caught out.

    Lastly, I don't see how irony plays a part in what you say. I don't really want to get into a discussion about this, but I'm willing to put forth my stance, accepted by a majority of people, which is that knowledge is not a skill. Therefore, knowing totem spawns is not a skill. How you use that knowledge relies on skill. I know a large variety of totem spawns in-game, some of which I've discovered only through playing killer and seeing a hex totem appear there. As a survivor, even running through the tiles from objective to objective, evading and hiding, I typically only see two to three totems per match. Rarely will I see more than that, and I often will see less. Those numbers are all due to luck, which includes but is not limited to placement of generators, tile types, tile orientation, and spawn positions, all of which are not factors we, as players, can control. That is why people dislike the mechanics of NOED. It's why many aspects of the game come across as frustrating to players, but I continue to support this kind of RNG (not for totems tho) even as ScottJund opposes it.

    I have nothing right now against the idea of NOED; a final hurrah from the killer of pressure over the survivors is cool (NOED should receive it's successful and missed cooldown reductions back, however, and it shouldn't give the insta-down effect until perk tier III, but that's for another time). I am against the idea that it is characterized as all being in the survivors hands whether or not the perk is activated. I have, on several occasions, not cleansed a totem next to the gen I'm about to finish just in the hopes that the totem to light up is the one next to me and not one of the ones of which I have no clue where they are.

    P.S. I'm supportive of anyone who likes using NOED but recognizes its shortcomings. I'm not so supportive of people who argue that it is okay as it currently stands.

    Edit: I've never heard of anyone who thinks that because a survivor found more totems than someone else, that the former survivor is better than the latter (lol?).

    "Edit: I've never heard of anyone who thinks that because a survivor found more totems than someone else, that the former survivor is better than the latter (lol?)."

    Well now you've heard of one. If someone can only find 1 totem, and the other person can find all 5 - that 2nd person is better. Call it knowledge, skill, whatever you want. If you don't have the tiles and locations memorized, you're simply not as good as someone who has. If it's the RNG nature of it, every hex totem must grind your gears. They're RNG and if taken out early in the game there's no coming back. With NOED it has no impact on the most important part of the match, opposite of hex totems.

    If you're convinced finding 5 totems is 'pure luck' then there's nothing else to say - you just need to learn the totem locations.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537077#Comment_1537077

    you're absolutely right; there's no skill involved. Finding all five totems is just pure luck (luck is also involved in if you bring a perk to combat NOED because you might never see NOED with something like Small Game equipped and you might see it as soon as you take it off) with no regard to how skilled any of the players are.

    And that's exactly why people get annoyed with it. The "counter" is not skill based.

    And what's the counter to whispers? Tinkerer? Bitter Murmur? Why is NOED the one perk which absolutely must require "skill" to counter?

    also it's ironic because knowing where totems spawn is definitely a skill, one that separates a good survivor from a great one

  • The matchmaking sucked before the MMR update. It's better now.. but still has a lot to improve on - which is why they added the MMR update in the first place

  • Were you running WGLF? If so you'd get even MORE points than if you focus on gens.

  • Never before in any game community have i heard the word "toxic" more. The origin I think are the youtubers and streamers that popularized it and got popular because of it. It seems like everyone throws it around for doing just about anything that they don't like. Using too many pallets, sitting on gens while injured, camping hooks, tunneling, 'abusing' a perk, playing to win, etc. etc.

    It's bizarre to me. Teabagging and clicking is annoying sure... but I've been playing so long that teabagging is as innocent as saying "you stink!". The only thing actually toxic is the sore losers/winners in the post game chat that are flaming someone.

  • Try out Deja Vu. For the longest time I wrote it off as a ######### tier noob perk- hell I know where the gens are!!!

    But for kicks I tried it out and was blown away. Sure it's not the best perk in the game, but it prevents one of the most common fail states - getting 3 gen'd. Everyone can find another gen to go to, but you can't just instantly find the MOST IMPORTANT gen to work on. Just by myself in solo queue I could force a 3 gen where two of them were on opposite ends of the map, which almost always led to an escape. If I was in 4 man squad, I'd make sure 1 person had this perk and we could guarantee never getting 3 gen'd.

  • @tippy2k2 said:

    I have a feeling that people will be sorely disappointed in how often it's just four solos who ran circles around them

    People act like you HAVE to have mics to coordinate but if you get a group of Red Ranked Survivors who know what they're doing together, I would imagine it would be damn near indistinguishable from a SWF Crew.

    If I got stomped by 4 solos, then I'd like to know and take my L with the knowledge that I've got a lot to learn. As someone who plays occasionally with a 4 man SWF, if we actually try then the game is remarkably easy... things like waiting for the last gen to pop while right next to the door is only really possible on a SWF. When I play with other red rank survivors when I solo, the game is still easy, but I don't know exactly where the killer is at all times, who is going for the save, where the last gen is, etc.

  • @Canas said:

    They just announced another hotfix patch and Plague is STILL missing in the notes.

    Please tell me this is a joke. This'll be the third patch in a row with an unplayable Plague.

    There's still the Oni bug where you can't activate your rage. I bought him but only played one game where his power didn't bug and didn't try since. He seems fun but I have only played him successfully as an M1 killer with his red addon.

    There's really nothing to do but player another killer, play survivor, or just play another game. I'm going to replay Slay the Spire :)

  • @Seanzu said:

    this game is so insanely easy for killer to what it used to be 2/3 years ago, I doubt any of you would have stuck around for more than a few months, y'all have it so easy now lol.

    SWF is fine.

    Considering survivors vaulting faster at any angle, the slowness of killer vault speed, instablinds, LITERALLY INFINITE LOOPS, etc. - it's a wonder this game survived at all. How did killers ever kill anyone? You're right, I wouldn't have stuck around... what's your point?

    The problem with SWF is that it's impossible to balance the game. If you make survivors weaker to balance around SWF, the solo queue is impossible. If you do the opposite, SWF becomes too easy. Right now it's leaning more towards SWF being too easy, because frankly games end in 6 minutes if people know how to do gens and not rush to unhook.

  • Let's just add Ed Gein already

  • They should be all over this forum, the subreddit, and twitter. Pinning threads that they're looking into it and fixing it. Instead it's silence or tweets about booping snoots. Do they not realize how big of an issue this is?

    Can you honestly recommend this game to anyone? Here play this game where you'll constantly be matched with veterans and get your ######### kicked in. No there's no other game mode. Well you can play with friends but all 5 of you need to be on... that's about the only way to learn and have fun.

    This isn't CS:GO. You can't just pick it up and instantly know about the map spawns, perks, killers, movement, etc. etc. It just blows my mind that they thought this was a good idea. Idk how many streamers are going to stop streaming DBD before they realize.

  • Some people get annoyed when they do good as a killer but someone gets lucky and escapes. Pretty quickly I saved my sanity by just counting those as 4k wins. Otherwise I would have to slug and hunt for the 4k, which is just boring.

    The hatch is exciting for me as both a survivor and killer... but once the killer finds it and has to patrol the doors, it's a little boring because it's almost always a foregone conclusion, and walking back and forth like a roomba is boring.

  • @chase131119 said:

    Three survivors can't escape through hatch with only three gens done.

    aVwM4nv_460s.jpg


  • 10 - therapy

  • @Deathslinger said:

    Not sure how many know this but Clown has a pretty OP cosmetic. The evil Santa one, where he carries a sack on his back. Besides the presents and lights, you can also find an arm. If you turn quickly enough, that arm can actually swing and hit a survivor for 1 health state. If done successfully, the hand will actually give the middle finger on a down.

    I always wear it~

    Time to buy this skin, turn my sensitivity up to 9999 and spin like crazy in front of a hooked survivor. SPIN TO WIN!

  • @snowflake102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516186#Comment_1516186

    I did not say anything about ranks:) I just showed you skills don't matter.

    "huh if you did read it. and are upset over this change about ranks. shows your wrong. Because this part clearly says ranks are not not a true indicator of a player’s skill and are no longer used for matchmaking."

    That's what you said. You're talking about ranks. At this point I can only hope you're trolling.. otherwise this is just embarrassing.

  • Yeah pretty obviuos that's what's going on. The dev Almo's post that your MMR should already be calculated if you've been playing recently was a huge mistake because - either that's not true, or the system was broken to start with.

    @LetsPlayTogether said:

    Quotes?

    "The point is that petty, frustrating crap like this is exactly where the work of choosing is gonna come in. Because the traffic jams and crowded aisles and long checkout lines give me time to think, and if I don’t make a conscious decision about how to think and what to pay attention to, I’m gonna be pissed and miserable every time I have to shop. Because my natural default setting is the certainty that situations like this are really all about me. About MY hungriness and MY fatigue and MY desire to just get home, and it’s going to seem for all the world like everybody else is just in my way."

    -David Foster Wallace

  • That would be very cool. Or a step-by-step killer design, like what Wizards of the Coast did for Magic the Gathering (Crucible of Worlds, Waste Not, etc.)

  • I wish it could be used i solo queue. When I have it active and I'm hooked, there's no way to signal that I'll unhook myself.. or better yet that I need to be the first one to rush the first unhook.

    When it works it's awesome though.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516271#Comment_1516271

    1. Hacks aren't hard to detect. PRIVATE hacks are hard to detect.
    2. Not true. They can and have banned per user. I've seen it done.

    I've never heard a video game company say that hacks are easy to detect. What are you basing that info on?

    point 2 is a general rule of thumb that companies use

  • a. hacks are hard to detect

    b. once detected they wait until they can ban a lot of accounts. If you just ban 1, the rest will be aware and change up so they don't get banned either.

  • Yes but I don't think it's special to this game. Any time I stay up way too late play video games I'm liable to get a dream about it lol

  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516120#Comment_1516120

    They didn't build Rome in a day.

    Yes, the system is pretty bad, but they are trying to fix it. I know it's the trend to nitpick everything the devs do and to metaphorically crucify them for it, but can you people have patients? This game releases content faster than most other games, and the downside of it is more unintentional problems arising.

    They can't fix MMR in a day, or even a week. It seems like at least 90% of the playerbase has no patients (and respect) for the devs.

    I'm not trying to white knight, I have my very own problems with the devs, and have made it public too. I'm not trying to say there are no problems with the game or the dev team either. I'm not even saying they are being the most professional, but I can tell they are at least trying (even though you have to squint past the negative posts to see it).

    Maybe they were too confident and thought that the MMR system was ready, but they misunderstood it, and you guys kept begging them to release it. It's like arguing with the cook to give them the steak and they just give it to you to quiet down, then you complain about the steak being raw, despite you being the one to rush them.

    I would normally agree with you, but they pushed the system out when it clearly doesn't work. This isn't a graphical change that on certain computers it's bugged, it's a matchmaking system that works regardless of the performance of the computer. They tested on Xbox and despite the complaints, they touted it as the fix to matchmaking and brought it out. And it's one thing that it's broken- it's another thing that it's actually WORSE than before. And they haven't tweeted out that it's busted and they're working on it, or how it's calculated, or anything. Just silence.

    p.s. "patience" is the word you're looking for, patients are people who go see a doctor

  • @snowflake102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516120#Comment_1516120

    The most obvious thing you will see when the new system is active is that there will be a greater variation of Ranks in a single match. Rank 1s playing Rank 20s? It’s possible, don’t panic when you see this, as Ranks are not a true indicator of a player’s skill and are no longer used for matchmaking.

    huh if you did read it. and are upset over this change about ranks. shows your wrong. Because this part clearly says ranks are not not a true indicator of a player’s skill and are no longer used for matchmaking.

    Notice how i didn't say anything about ranks. I'm talking skill. Those two players aren't even on the same planet in terms of skill.

  • Leatherface, although I don't have a beer(chili?)-belly yet. I just love TCM, although the OC killers in this game are very well designed. Deathslinger might be more suited to me :)

  • We did read the notes. Little Timmy who just bought this game is not on the same skill level of Otzdarva. There's no possible way he should ever be paired up with him.

  • @Carpemortum said:

    Rank never meant anything. 🤷‍♀️

    Rank ALWAYS meant something. It meant you played this game a lot, and recently. People just parrot that because it's not as hard to reach top rank in this game as opposed to other games.

    OP - Why did you prestige 2 your doctor instead of getting better perks?

  • The people complaining are heavily invested in the game. They want the game to be fun, they love the game - ironic considering some of the vitriol you see. If someone played this game but didn't like it, they'd just uninstall. Think of all the games that you've played and quit - did you go on their forums and post about it every day?

    The complains come from missed expectations. The players are told that we will get (for example) good matchmaking. But instead we get a buggy mess that pits us against noobies. We're frustrated because we are in a worse place than if they did nothing, the games aren't fun, and we can only imagine how the noobies feel getting crushed over and over. Then when players like me are asking for things (for a while now) that would improve the game, instead the auras are changed. Yes that was mainly a bug - but surely they played ONE game with the new auras right? Surely they tested it one time instead of just rolling it out? Well they either didn't test it (which is frustrating) or they thought it was fine (equally annoying)

    And if you've been around for the Dev live streams, it's like listening to a recording on repeat.

    "What do you think of {X} issue? Will it ever get changed?"

    "Yeah we're looking into that, we can't give any details or ETA, but it's something on our radar"

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515429#Comment_1515429

    Sure, the amount of playtime does not necessarily equal the player's skill level, but in general it would be a way better tool to match players than the chaos that we currently have.

    Yep, totally agree. Of course it needs fine tuning, but that should be the baseline. After however many levels you don't get matched with players of that caliber again.

  • It continually baffles me that this game has a system that keeps track of your in-game time (devotion / XP) but doesn't use that to match players. Imagine getting placed against a CSGO pro when you're trying out the game for the first time. And that's a game where FPS skill generally transfers over to other games. The vast majority of skill in this game is a time sink - getting the right perks, knowing the maps and killers, guessing the other players perks, knowing how to loop and hide, etc.

  • @Almo said:

    I can confirm, your MMR will not start at a default if you've already been playing, since MMR has already been running in the background though it's not been used to create matches.

    If you have a new account, it will start at a default, and it settles after about 10 games.


    lol.jpg


  • They can keep up the cognitive dissonance if they don't show rank.

    Lose as a survivor? Obviously i got paired with lower MMR players, nothing I could do

    Lose as killer? Obviously got matched with SWF team 6 highest MMR players, nothing I could do

    They don't want your feedback because they know it's a deeply flawed system. I mean just look at any of the numerous threads showing players with 10,000 hours in the game playing against fresh accounts, it's silly.

  • Ah I'm glad someone else noticed, I thought i was going crazy. Looks like they made it function like the clown's bottle throw? So you need to stare at the ground to through straight ahead..

  • I like this too. The tentacle thing might need some tweaking, it's hard to see that working without bugs and also not feeling like BS when you're hit by it. And do the tentacles disappear after use? otherwise it's trivial to get 4 tentacles up and running for the whole match

  • Yep everyone knows except the people who pushed the system out. But have no fear, it's being beta tested (by you) right now! :)

  • Obviously Otz hasn't played 10 games, the system is perfect it just takes some time, otz only plays probably 1 game a day

    :^) :^) :^) :^) :^) :^) :^) :^) :^) :^)

  • Perfect Mori fix:


    remove them :)


    Let's try balancing the game first then adding dumb stuff like this to the game. Imagine if smash bros had a system where if you play a few games you get currency which you can buy items and just start with them. So you can just start with the hammer and KO people right at the start of the match. Do you think people would keep playing after that? lol. Then when everyone rages the response is "it's just a fun party game relax bro"

  • @Victor_hensley said:

    nobody ever reads the damn posts the devs make. Let me spell this out for you guys: R A N K S A R E N O W I R R E V E L E N T !

    They confirmed that with this change, you will go against rainbow ranks, and to NOT freak out, as rank is no longer used to judge how powerful someone is.

    They explain it in HUGE DETAIL in the post about it, but you guys just see the title, then you "suddenly know everything".

    They literally have 4 PARAGRAPHS about why ranks don't matter anymore, how ranks are now being used to judge how much people play the game, not how skillful they are, and even why they are still keeping it for incentive rewards...you know...the thing people have been asking about for years? (it's pretty much half of the post)

    But something is different, so we should all cry now.

    I'm just tired of the "see-food diet" everyone is on. They see it, then take it.

    You're a moron if you think someone with 10 hours of gameplay is on the same skill level as someone who has 1000 hours.

  • 4aazr2.jpg

    THEY DON'T EVEN KNOW HOW IT WORKS LMAO

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506088#Comment_1506088

    That’s not true though. I’ve played at least 75-100 games since the 4.1.0 patch on Xbox and the ranks are atrocious.

    You say “ranks in the tally screen are not indicative of players MMR.” However, EVERY single yellow and green rank in my lobbies have had less than 10 days (some even just a few minutes) played and they couldn’t be any better than the rank that they’re currently at.

    So in conclusion I can confidently confirm that MMR is NOT working as intended.

    These are what the average games look like on Xbox to a 5000 hour gamer with over 12,000 kills. I have piles upon piles of screenshots like this over the past weeks by the way.

    https://us.v-cdn.net/6030815/uploads/MCLR115N8J5L/00145f70-e8e9-431a-82f8-e8b37bcc20ae.jpeg

    This is just embarrassing for BHVR.....

  • People have been wanting this for a while, and they're working on Moris. Idk why they're in the game tbh. New game modes have been also requested ad nauseum, but the excuse is that it would "fracture the community" as if successful games only have 1 game mode. Replay would be awesome, and they're working on ranked rewards.. but the major things are given excuses because:

    The game is built on a foundation of spaghetti, and it's easier said than done to add these things. I don't think it's impossible - but the amount of work it would take to make a functional second game mode I think would be massive. At that point, they should just rework the game from the ground up to add on more content. Maybe that's what they're doing.

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