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luvcraft

luvcraft

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luvcraft
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  • Until I saw his tome cinematic a couple days ago I had NO idea that Doctor was black. This feels simultaneously good for representation (there's nothing "stereotypically black" about him, either in his behavior or backstory or appearance) and bad (until I saw that cinematic, I'd just assumed he was white because I hadn't noticed anything that suggested otherwise, although maybe that just tells on me. ๐Ÿ˜Š)

    Similarly, when I read Wraith's bio I thought from his last name (Ojomo) that he was Latino, but looking up that last name just now it seems more likely that he is actually black as well (all the top hits for real people named Ojomo are for the author Efosa Ojomo).

  • well, I finally got the challenge on a technicality by blinding the killer as they were hooking a survivor, after depipping all the way down to rank 15.

    Now let us never speak of flashlight saves again.

  • my favorite part of trying to git gud with flashlight is running out of flashlight. :(

  • @BubbaMain64 said:

    Are you kidding? Flashlights are easy to get. Put on Iron Will and Empathy and you're unstoppable.

    Iron Will? The one that makes you not grunt?

  • @Venoxxie said:

    I got a save with a yellow flashlight and zero addons at one point. So... uh... argument invalid?

    farming doesn't count. ๐Ÿ˜œ

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456890#Comment_1456890

    Yeah, if you start earlier the blind will happen too soon.

    Basically, what you want to happen is for the blind to occur the exact moment the animation ends but before the killer is able to move their camera. It's generally easier to do once you know the timing although it can be very easy to mess up- the best thing you can do is practice in KYF and if that doesn't work warn people in the pre-game lobby if you're on PC.

    too soon? Wow, that's terrible.

    Flashlight should just have a skill check like every other item.

  • I guess I need to find a tutorial.

    I just watched this one, which says to start flashlight when the killer's hand is level with their head during pickup. Does that mean it's bad to start the flashlight earlier than that?

    https://www.youtube.com/watch?v=Rs8dgxby27g

  • I did it, you guys! I just finally used a key for the first time in 500+ hours of playing! ๐Ÿ˜€

  • In that particular match I may have had the number wrong; there were 3 gens remaining and 3 survivors remaining when I went looking for it, so maybe that's why I couldn't find it. :)

  • yeah, I can usually find it by the sound, but I'm talking about before it's open, when I'm running around like an idiot with a key. ๐Ÿ˜ƒ

  • @Veen said:

    Look at the floor.

    oh come on! now you're just making stuff up! ๐Ÿ˜„

  • it's cool, I discover everything late.

    on an unrelated note, anybody see that hilarious "wazzup" Bud Light commercial?? ๐Ÿ˜€

  • @adalesmo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405752#Comment_1405752

    It's just statistically there is no need and the devs have put out data multiple times showing it's not. We've known, even before the EGC, which itself was a massive killer buff, the average kill rate per game was ~2.5. Even in red ranks. They're doing this because of meta killer whining that's not based on any data, nothing more.

    I highly doubt it's gonna be something that unilaterally benefits killers.

    I'm having a hard time guessing what it will be, though, which is why I'm so curious about it.

  • @fcc2014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405752#Comment_1405752

    I'm reacting to the video and the suggestion. Infinite tier 3 myers getting all his stalk up loves these ideas.

    does running from Tier 1 Myers / hidden Ghostface count as a chase? You're right, though, my "scaling with chase" suggestion wouldn't be compatible with some killers.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/167038/suggestion-swf-decreases-perk-slots

    The best way to nerf a swf is to buff solo queue making more of the information base game to lessen the advantage gottem by swf which will increase the strength of survivor allowing for more changes to killer to balance the game

    from a purely mechanical standpoint, I agree with you; giving everyone perfect knowledge and balancing around that would negate the benefits of Survive-With-Chat. Thematically, however, I feel like the more information everyone has, the more it feels like a game show (like The Running Man) and less like a horror movie.

    For just one example, a SWC team constantly tell each other where they are and if any of them can see the killer. To negate this, by default every survivor would need to constantly see every other survivor's aura, and see the killer's aura if any one survivor can see the killer. This negates like a dozen different perks for both survivors and killers, so those would have to be completely changed. But it also means you lose pretty much all of the "mind games" that make it feel like horror, where you THINK the killer is doing one thing but you're not totally sure, so you're constantly on edge that the killer might pop out any second.

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/167847/details-on-start-game-uncollapse

    No official information, but maybe watch this video. They could implement something similar:

    https://www.youtube.com/watch?v=LVnWIe-5Lcs

    cool suggestion! The "4 meter" limitation especially would help with griefing, since otherwise the killer could face into a corner, or survivors could hide forever. Killer could still grief somewhat by playing nurse and blinking out the exit, or hiding really well with Wraith or Michael or Insidious. Having it automatically time out after a certain amount of time would fix those cases, though.

    Variants I'd also like to see are:

    • Per-survivor: Each survivor doesn't repair at full speed until they've been chased.
    • Scaling with chase time: The longer a survivor is chased, the faster they repair, up to 100%. A survivor whose been hit / grabbed repairs at full speed regardless of how long they've been chased. This could be combined with per-survivor, or just be global.
    • Hex totems don't spawn until start phase ends. This would be crucial, as otherwise start phase encourages survivors to do totems first and THEN engage the killer. This would not be compatible with the per-survivor option, unless it's tied to the number of survivors who have left start phase
  • @Peanits said:

    There are no details on it just yet. We'll reveal more about it when it's a little closer.

    Thanks! Is there a current roadmap doc / slide publicly available so I can continue to shiver with anticipation at upcoming features?

    The current roadmap page on the site is this past year's roadmap: https://deadbydaylight.com/en/roadmap

    EDIT: never mind. From other forum posts it sounds like the roadmap is coming in the next month or so.

  • I did this the other night and it was hilarious:

    https://www.youtube.com/watch?v=kzFoMhl7Uko

    Play as Nurse with Insidious, NOED, and Dying Light (so they get gens faster), immediately blink INTO the exit, then stand at the door and wait for them to do all the gens and open it and come through. Surprise! ๐Ÿ˜€

  • @slim0b said:

    https://forum.deadbydaylight.com/en/discussion/167038/suggestion-swf-decreases-perk-slots

    You're going in the right direction but it's a bit too much.

    2-Man SWFs are just a couple of friends who wanna fโ€Žuck around and have some fun, should be left alone.

    3-Mans should lose 1 perk slot each

    4-Mans lose 2 perk slots each

    sounds great to me! :)

  • @Dabej said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397426#Comment_1397426

    I feel you bro. Its annoying to play against good/experienced survivors, but i dont think there is any solution how to fix that.

    Because you have to keep on your mind there are also weaker/new survivors.

    If devs will nerf SWF, it can affect these new players and they will not enjoy the game.

    In my opinion devs needs to look at map sizes or gen speed.

    Unfortunately, any fix for the problem of Survive-With-Comms is going to also negatively affect non-comms SWF players. The tricky part is figuring out a solution that does the most to mitigate SWC while hurting non-comm SWF the least.

    Adjusting gen speed and map size wouldn't do anything to fix SWC, but would unilaterally hurt ALL survivors, especially solo ones.

  • @Dabej said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397426#Comment_1397426

    I feel you bro. Its annoying to play against good/experienced survivors, but i dont think there is any solution how to fix that.

    Because you have to keep on your mind there are also weaker/new survivors.

    If devs will nerf SWF, it can affect these new players and they will not enjoy the game.

    In my opinion devs needs to look at map sizes or gen speed.

    the problem is that ANY solution that addresses Survive-With-Comms is also going to negatively affect non-comm SWF players; the challenge is to find a solution that helps the most with comms cheating while having the least negative impact on non-comm SWF.

    Adjusting gen speed and map sizes would not fix Survive-With-Comms, and would just unilaterally hurt ALL survivors, especially solo.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402794#Comment_1402794

    Unreasonable hate posts like yours arent a solution. Theyre just showing your lack of game sense. But youre crybuddies will surely applaud you. LOL

    *your

    Actually dude, to be totally honest with you, I wrote this post when I was angry after a particularly troll-tastic Survive-With-Chat match, and thought "this is totally unreasonable, but it expresses my frustration, and may get some conversation going". And then a bunch of people rolled in here and said "actually, this is a good idea" and people posted the same suggestion (which it looks like they came up with on their own) in another thread complaining about Survive-With-Chat. So if I posted this thing thinking this was unreasonable, and a bunch of people are saying "no, that's totally reasonable", then the problem must be even worse than I thought!

  • @LetsPlayTogether said:

    Another unreasonable SWF hate post. Pretty good job so far.

    sure are a lot, huh? Almost like there are some major problems with SWF and people are doing their best to express their frustration and suggest solutions. ๐Ÿ˜

  • here you go devs, the easiest solution to the SWF comms problem:

    If 3 or all 4 players are SWF, the following is added to the loading tips before the match:

    "Use of voice chat to coordinate with other survivors is discouraged, because it can break the balance of the game. If you abuse it, the killer has our permission to watch your stream during the match. You've been warned."

    ๐Ÿ˜€

  • I'm probably gonna get a lot of flack for this, but one mitigation to comms-trolling SWF players is stream sniping. If they're comms trolls, then at least one of them is probably streaming the game, and if you're lucky he has his twitch handle in his player name.

    I did this once when I was getting obliterated by a comms-SWF team, and was down two gens with zero hooks and had just been bodyblock-flashlight-sab comboed on the way to my first hook; one of the players had his twitch handle in his player name, and I opened his stream on a second monitor. Sure enough, all 4 players were on comms, which I could hear through the stream. After that, I had as much meta-information as the survivors did, and surprisingly, we ALL had FUN! I could hear and head off their plans, and I could see where one of them was, but I still had the normal challenges of chasing them around, and best of all I got to hear their laughs and happy surprise in real-time when I could outflank them and suddenly pop out when they thought I was somewhere else. None of them cried foul, or realized I was stream sniping even when I would pull someone out of a locker where I normally couldn't possibly know they'd be hiding. And from the sound of it, they had a great time actually being challenged for once rather than their usual boring experience of steamrolling some poor slob who was oblivious to their communications.

    All that said, I still felt icky doing it, and haven't done it since, because it felt like cheating even though I was doing it specifically to counteract the cheating of the survivors using voice chat, and otherwise I would've had yet another miserable comms-SWF time.

    Also, while DBD explicitly says that stream sniping is NOT prohibited, twitch DOES prohibit it, although I'm not clear on if twitch actually enforces that for all games, or just for games that also prohibit it.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1401890#Comment_1401890

    I think the reason you don't consider a swf without comms an issue is because you just assume every swf team uses comms. The good swf teams will probably bring perks to tell when someone is getting chases or arrange for the best looper to get chased. While this is happening the rest rush gens.

    How are his swf? I've saw him play and I didn't think they seemed like a good swf tbh.

    In my experience, SWF with and without comms are night and day no matter how good the players are. I had two games in a row last night, where the first game all 4 survivors were comms-trolling, and doing all the usual garbage and it was awful. The next game I had a great time, and got a 3K even though the survivors were much higher rank than me, and thanked the survivors afterwards for not SWFing. One of the survivors replied that he and one other survivor WERE SWF, so I thanked them for SWFing nicely, since they obviously hadn't been using comms to cheat (or maybe they had but since it was only 2 of them it didn't matter as much).

    There is a very obvious difference between a group that's using comms to cheat and a group of solo players that are all really good on their own.

    Unfortunately, since there's no way for DBD to know whether or not a SWF team is using comms, any mitigation of the problem is going to also handicap SWF players who aren't using comms.

  • @FogLurker said:

    Clearly, the only solution is to make the amount of SWF = the amount of killers in the trials. 2 swf gets 2 killers, 3 gets 3, 4 gets 4. 4 survivors vs 4 killers in a trial, 4 vs 4 with communication on both sides and 16 perks on both sides. This is the fairest and most balanced solution possible.

    now you're talkin'! ๐Ÿ˜€

  • @CashelP14 said:

    So we are going to punish the 95% of terrible swf teams in the game? Think this is extremely harsh tbh.

    then how about this instead? ๐Ÿ™‚

    https://forum.deadbydaylight.com/en/discussion/167029/suggestion-swf-mori

  • @Nos37 said:

    Alternatively, the match could start with three perks disabled for everyone (including Killer). Every 2 minutes, both sides have 1 more perk slot enabled.

    OMG! I would actually LOVE that! Then I could put hexes in my last one or two slots, and not have to worry about them getting destroyed the second the match starts! ๐Ÿ˜

  • I'm saying that I suspect the matchmaking is bad because there are too few high-rank killers and too few low-rank survivors. It doesn't matter how good the matchmaking algorithm is if all the survivors online are R1 and all the killers online are R20; the only possible matches are R1 survivors vs an R20 killer. (Obviously the pool would probably never be that extreme, but I bet it IS pretty close to that.)

    So if high-rank survivors vs low-rank killers is the only available matchmaking option, then the game needs to do something else to even the odds, like handicapping survivors on a sliding scale based on how far their rank is from the killer's rank (preferably per survivor, and in a way that could also be reversed, to give a low-rank survivor a boost against a high-rank killer).

    Here's a suggestion I had for the handicap:

    https://forum.deadbydaylight.com/en/discussion/100842/still-getting-mismatched#latest

    Other people have also made good suggestions, like adjusting the points needed to pip / depip based on the difference between the killer's rank and the survivors' ranks. (Although I'd personally prefer a fix that makes the game more fun over a fix that consoles me for an un-fun game.)

  • cool, thanks! ๐Ÿ˜

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399673#Comment_1399673

    There is no UI who tells you that they are SWF. they can all hide their profile and you can just end up in a game that is too frustrating for survs and i don't want that since i play for challenge and there is no challenge with mori or noed for me. But i understand your POV and i really appreciate your answer, thank you mate :)

    I don't understand your reply; this is not a suggestion for players, this is a suggestion for the devs. I'm not telling players to use moris when they see SWFs (it's actually really easy as a killer to tell when the survivors are SWF: they all appear in the lobby together, and at least one has a flashlight), I'm asking the devs to add a feature that gives the killer a mori in addition to whatever offering they're using if the survivors are SWF, and remove mori offerings from the game. That way, you have a choice as the killer; if the SWF survivors are being jerks and trolling you and basically cheating by using voice chat, you can put down the hammer and mori, but if they're playing fairly you can ignore the mori.

  • I suspect it's a vicious circle; there aren't enough high-rank killers to match with high-rank survivors, so low-rank and medium-rank killers get matched with high-rank survivors and get steamrolled and depip, and then the average rank of killers is even lower, making the disparity even worse.

    I honestly think that the root cause is SWF. Even when I was a low-rank killer playing against high-rank survivors, if they weren't SWF I could usually do well, and sometimes even 4k. But a good SWF team is unbeatable regardless of their rank.

    I used to think that the problem was just with the matchmaking, but the more I play and the more I do well against non-SWF high-rank teams and terrible against SWF teams regardless of rank, the more I realize that SWF with voice chat is the real problem, because the game balance is designed around the survivors having limited information about what each other are doing, and if the survivors have perfect knowledge of what each other are doing and can coordinate their efforts, the balance completely breaks.

  • Agreed, and there's been a lot of discussion about this. I'm hopeful that the skill check on cage will be applied to hooks, too.

  • "Hmmm, I see you like playing... Dead by Daylight!" ๐Ÿ˜

  • @nursewannabe said:

    Suggestion: killer brings a mori = less perks slots. Cypress: lose one perk; ivory: lose two perks; ebony: lose three perks

    How does that sound

    how about we compromise and do this instead! ๐Ÿ˜

    https://forum.deadbydaylight.com/en/discussion/167029/suggestion-swf-mori

  • @LetsPlayTogether said:

    So instead of fixing grabs on both sides they just should make something unlogical?

    which comment are you replying to?

  • Elvira as killer!!


  • @LastShoe said:

    My favorite is when you get stuck in grab animation and watch this survivor just simply finishing the gen and then runing away...

    I haven't had that happen, but on 3.7.2 I had a couple times where I grabbed a survivor off a gen, and the game crashed for them, and I was stuck in grab animation for about 10 seconds until the game fully disconnected them and corrected itself.

  • great feedback!

    I agree that tally marks would be better, and love your suggestion about them getting slashed out like the logo when the survivor dies.

    I think most killers keep track themselves of how many times they've hooked each survivor, and choose to tunnel or spread the love accordingly. This system would make it clearer for beginners, and for the purposes of using doom-related perks. I personally prefer to spread the love, and get sad when I accidentally sacrifice someone earlier than I mean to, and this system would help me do that, but I might be in the minority on that.

    I think a killer would NOT gain points for a survivor increasing their own doom, but it would bring the survivor closer to sacrifice, so it would even out. Also worth noting that survivors giving themselves doom would deny the killer hooks for dying light, DH, and other perks that need hooks to power up.

    For the survivor perks, I was trying to think of things that would be powerful enough to be worth taking a doom for. I think being able to refill your item wouldn't be interesting for a low rank item, but would be super tempting for a high-rank toolbox or flashlight with high rank add-ons. Sabbing all hooks is definitely OP, but I think taking a doom for it might balance it. I'm certainly open to other suggestions, though. :)

    You're definitely right about Scathed being too exploitable. Somehow I wasn't thinking that a killer could let a survivor wiggle free in a dead-end, and then immediately hit them, but that's totally what people would do with it. That wouldn't be good, and should be something else instead.

    On Fresh Meat I chose Killer Instinct because it's the least specific indicator, or maybe I just play it wrong and it's actually more specific than I think; I've never playing Legion so I've only seen it as Pyramid Head on PTB.

  • @KillermainBTWm8 said:

    Why not try to improve instead may I ask? Going up against people who are more skilled than you usually for me at least, leads to me getting better at the game and being at the same level of play as the people that once intimidated me. I know it can be frustrating and tilting at times to lose but, you might as well try to get better. Leatherface camping won't help you improve, but trying to play the game like you usually do will. You'll get better and learn and be able to get good games at red ranks as well if you just try.

    I've spent hundreds of hours actually playing, and I have improved, and I love the game when I get matched against survivors at my appropriate skill level, or even a little higher than me. But I don't stand a chance against all-red SWFs, which is almost entirely what I've been getting lately (to clarify, I am not and never have been red rank).

    Even playing against non-SWF reds I feel like a white belt fighting a black belt; I typically get my butt kicked, but I learn some things, and I might even get in a few hits myself. Playing against red SWFs is like a white belt going up against a machine-gun nest. The only strategy you're gonna learn is to not even try, and even though it's not the machine gunners' fault that you were matched against them, if it happens time and time again then eventually you're gonna get furious at them and want to take out your frustration on them and grief them, which is terrible for everyone.

    Anyway, I played a couple matches as an angry camperface, and that certainly didn't make me feel better. I guess I'll go back to my normal strategy of actually playing, and just parking myself in a corner and taking a break to check twitter or something if it becomes obvious that the survivors are all-red SWFs.

    Thanks for asking this question, and making me think through a good answer and chill out along the way. ;)

  • and that "something" that needs to change is the matchmaking system that matches a level 13 killer with 3 SWF reds who steamroll him to the point that once he finally hooks one he facecamps out of frustration, and then they insult him after the match.

  • "chest defense" strategy reminds me that when I play with hex totems I call them "my babies". :)

  • If I feel overwhelmed I give myself a time-out in the corner of the basement, and then when the gens are all done I open the gate for them. Sometimes killers just gotta take some "you" time.

  • @DelsKibara said:

    Did the last generator pop? Because if the last generator popped and you killed Survivors while the exit gates are open, that might explain why your Gatekeeper is bronze.

    yeah, I was actually working on "sack during the collapse" challenge, so I wanted them to open the gates, but I was still hooking them and keeping pressure on for the rest of the game.

  • finally got it by jumping into the twitch steam of a survivor and asking him to help. :)

  • @Warcrafter4 said:

    Doctor is annoying but entirely fair.

    If you dislike him just run calm spirit which hard counters the the doctor's abilities minus tier 3 madness' interaction lockout.

    oh! I didn't realize they'd added that to Calm Spirit! Neat!

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