Avatar

myersismydaddy

myersismydaddy

About

Username
myersismydaddy
Joined
Visits
216
Last Active

Comments

  • @Peanits said:

    We used to have one, but people would use bots to mass downvote posts of people they dislike. We even tried bringing it back once, but the same thing started happening again.

    So, you're saying that someone can potentially use bots to boost their upvote count as well? That is one way to push one's agenda while playing make-believe that the community agrees with them.

    Maybe the option of people being able to upvote should only be enabled in certain parts of the forum, such as the artwork/bugs section.

  • Well, quite a few of us got banned from the stream for saying that their questions were garbage. I even went as far as to suggest that they are fake and drive the Dev's narrative. I must have struck a nerve with a mod, because I was banned right after. No biggies, at least I got the confirmation that I was right.

    Nobody wants them to stop doing livestreams. What we want is for them to stop cherry picking their questions. It is not fair to us, as a community. There is no transparency here. The most upvoted question should be answered on the streams. That's it.

    Also, stop answering the questions with "it's on our list of things to do." Nobody cares if it is on your list. What isn't on your list at this point? Can you give us more information on what you're working on or not? Do you not know how to hype the community? There was a question about the new MMR system, and the dev went on a five minute summary of what they're doing. We have already read about it 2 months ago! He finished it off by saying they are making progress. What does that mean? What point have you reached in the development of the MMR system? I know you guys gave him a 20 minute prior notice that he will be on the stream, but f* me, man.

    This whole stream was a sh*tshow, to put it lightly. From the questions, to the same 4 minute video loop, and the inside jokes between the devs that we don't understand all just wrapped it around nicely into a cringe worthy one hour show.

    Inb4 banned on the forums as well after this post.

  • This event really did keep you on the edge of your seat. It was a great sign and we were all hopeful for the next events that would take it to a whole new level... Unfortunately, BHVR had other plans.

    To the guy who revived this thread - nothing much you can do about it. The main thing I recommend is to stay calm. They want to get into your head and piss you off. You start making mistakes that way. Take a deep breath, calm down, and destroy them. I also wouldn't recommend chasing people who want to be chased. Look for the weaklings.

  • Yeah, they created the dead zones, but won't address them in the near future (so that means not in the next 2 patches at least). I was left dumbfounded. At least playing killer won't be frustrating for the next half a year, so looking forward to that.

  • You didn't miss a thing. Nothing special was said apart from the patch being released next week on tuesday, and the new tome a day after.

  • Well, I got banned from the stream for pointing out that their questions are pure garbage, so there is that. As long as they are allowed to cherry pick their questions these streams will suck. And this one was the worst one they ever had.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224704#Comment_1224704

    I was one of the ACMs for over a year before I became a full time CM.. As nice as it would have been, no, they didn't pay us to sit there and pretend to deal with reports. Not everything is a conspiracy.

    Well then, obviously something has changed since you left. Look, I have reported people who were EXTREMELY toxic in the post-game chat, and even took it to a race level. Absolutely nothing happened. You just have to understand my frustration here, as well as the frustration of many others who had done similar reports. What kind of message does this send to your players, if you, as a company, don't seem to deal with the toxic waste that plagues your game?

  • @Peanits said:

    Sorry to hear that. I hope you reported them, our ACM team will take a look and make sure they're dealt with.

    https://forum.deadbydaylight.com/en/discussion/comment/1216223#Comment_1216223

    Please do not spread misinformation. There's no need for that. We take things like this seriously and we have a team of people dedicated solely to going through reports like these.

    I know you get paid to say that over and over again, but could you negotiate with the higher-ups that you don't have to do that anymore? You do absolutely nothing about these people. You know it, we all know it. I got even worse insults than OP, and yet nothing happened to those people despite in-game report and a ticket. I can send you all the proof you want.

    Now, if you are actually speaking the truth then your company might have to take a look at the people who are handling these tickets. If they do exist then they need to get a grip or get rid of them, because they are utterly useless.

  • @Nazeef13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222089#Comment_1222089

    I don't think you understand. Either that or you need to specify who "they" are (are they the blockers or the blockers)

    Anyway I'll explain it again with examples so even you can understand.

    Many survivors hate spirit players. Let's say everyone gets 10 blocks. Let's say every survivor uses these ten blocks on mostly red rank spirits. So each of these blockers, are only avoiding 10 people when queing. Blocker que time won't be extended that much, there is nothing to accept.

    On the other end, each red rank spirit player (blockee) has likely been blocked by 100+ survivor blockers. So the spirit players, que times will be severly affected, whether or not they are using up their own 10 blocks. Spirit Blockee que times will be so long, and will get longer each time they play a match and the 4 survivors block them. Just because they picked a certain killer, they get longer que times, while clown mains will be getting into lobby's faster.

    Same goes if the scenarios where flipped. Killers block 10 good, non-potato red rankplayers that know how to loop. They will only be avoiding 10 survivors, so the que time won't be affected much. These good players will be blocked by 100+ killers, and just because they are good, will have to wait extended que times because no body wants to play against them. Meanwhile potato red ranks will get faster que times

    Add in the fact that a swf can block 40 unique killers in total, which is unfair to killers and be worse for killer que time, as 1 block can make them avoid 4 potential que matches.

    The burden of quetime goes on the blockee, not the blockers.

    That does not sound fair to me. And if overwatch can only get away with 2 temporary avoids, with a much larger live player base then dbd, there is no way dbd can handle 10 blocks when we already have large que times.

    What you're talking about is absurd scenarios. Nobody, except a handful of people, will block somebody who is good at the game. Why would survivors block spirits, as you say, when their q times are already 15 minutes +? If they want to wait in the lobby for 1 hour then let them do that.

    At the same time, this wouldn't affect the killer. There are waaaay more survivors playing than there are killers. It takes seconds to get a lobby as a killer. Even if 10 people block you, you won't even notice.

    All in all, there is no way in hell that 100 people would block someone because they are good at the game lol. Get a grip. The insecurity that some of you show towards a blocking system makes me wonder if you're the kind of player that would get blocked by 100+ people, but not because you are good.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222290#Comment_1222290

    Thats kinda what I'm looking for, I actually had another circus themed map whereas instead of a clown its a one of the circus freaks from the circus the clown joined

    Also, a castle/medieval themed one. Castles are like one of the most popular places that people visit for haunting and ghosts. I'm actually pretty surprised we don't have one in the "horror" game yet.

  • A vampire killer would be great. He could teleport through lockers, and make a jump on survivors.

    We also need a crawling killer, who can utilize buildings as his climbing spots. A mix between a human and a spider would be horrifying when it jumps down in front of you.

    A tracking killer with dogs as his special ability. He could send one or two out every minute, and they would start barking if they stumble upon a survivor/maybe even bite down on them, and the survivor would have to break free before the killer gets to them.

    An alien of some sort. We need a space themed chapter.

    Swamp killer, like Bigfoot or whatever. The swamp map would also be hard to traverse because of knee deep water in most places.

    A city themed chapter.

    This is just off the top of my head.

  • Both the latency and FPS play a huge role in something like the deathslinger. Why they chose to release such a killer before optimizing the game as best as they could is beyond me.

    The FPS aspect is perfectly displayed and explained here:

    https://www.youtube.com/watch?v=OX31kZbAXsA

    I suggest that people watch it, and you will know why you miss shots that should hit. It is not just latency. We need to convince them to skip a patch, and work on the optimization and stop forcing things like v-sync and limited fps down our throats.

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222190#Comment_1222190

    i think he means PTB for 1week, changes for 1week, then release. im pretty sure its the 28th and the tome is 29th, id love 21st as the earliest but i pretty sure its 28th

    Makes sense. My bad, if I misunderstood. I'm betting on 28th as well. 29th is the Tome release date, and it just all falls together perfectly.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222152#Comment_1222152

    I thought they started the two week rule with Chains of Hate and they stopped following the one week rule. Did I miss something in between Chains of Hate and today?

    They stopped following the two week rule with the CoH. The PTB was on the 18th of February, and the DLC was released on the 9th of March. I don't think there ever was a 1 week rule.

  • @SnakeSound222 said:

    I would think April 21st. The devs want to release updates two weeks after the PTB launches. The Rift is supposed to begin April 29th.

    They are no longer following the 2 week rule. They said they want more time "to really fix" each patch before they release it. It is more or less 3 weeks now. Might even be 4, who knows.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221590#Comment_1221590

    yeah... this was a thing with MLGA and streamers couldn't get a game

    so no, never.

    I don't believe that they never got the game. On average there is about 30k people playing at all times. So you're saying that 29,999 people blocked a particular streamer? I don't buy that, sorry.

    @Nazeef13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221590#Comment_1221590

    No. Killers would just block good loopers. Survivors would block spirits with ears. Que times go up.

    Overwatch is a lot more populated than this game and they had issues with this when the game first came out and took away the avoid feature until they settled on being able to avoid upto 2 people and it resets every 7 days.

    They wouldn't. Wanna know why? If people block good loopers/good killers then they will have to accept that they will have longer q times. If you are blocking left and right then you shouldn't be playing this game in the first place. I do agree with you up to a point - they need to introduce the block feature but give us like max 10 blocks per month.

  • Absolutely nothing needs to be hidden. The only thing that needs to be done is allow us to block certain people, so we never have to verse against them again. Simple solution.

  • Doesn't the rift start on the 29th?

  • All of these things are stuff that the community has been requesting for years now. They can't even add simple UI QOL changes, let alone something more complex. Obviously the Mobile teams know what it is doing.

  • You have added ping to the in-game menu. Why is there still no ping in the lobby so the survivors can see the killer's ping and dodge VPN abusers?

  • It is actually pretty sad to see so many killer mains with their heads so far up in their asses. It is not about the god loops, it is not about the map sizes. The issue is that the devs chose to introduce so many dead zones to the maps, and make the tiles that do spawn much less viable for looping. The meta will shift heavily into stealth builds. So instead of the time spent chasing, which I really enjoy, we'll be spending time looking for survivors.

    Shorter chases are not the answer, and you will all see that soon. And then the pleads for survivor stealth nerfs will come...

  • This meme has been dead for years now, just let it go, please.

    Also, the fact that this is quite possibly the best skin in the tome tells us just how poor the quality is in this one.

  • It's for the same reason that we get recolored skins. I don't mind full sets, but recolored heads are garbage in my opinion, and just there to fill up the tome.

  • @xEa said:

    I dont get why they removed the splinters. They should have changed that they were so expensive (7000), but the rest of it was a nice way to test them. If it was about me, i would bring them back.

    Because they were bugged, and they couldn't be bothered to make them work again. BHVR taking shortcuts, as usual.

  • If they at least gave us more iri shards, I'd be happy.

  • I honestly don't see the issue in that. Let me give you an example. Let's say that the survivors 3-gen themselves against a doc on a really small map. Now let's say that the doc doesn't give a damn about finishing the game. Just shock, chase off a gen, and kick it. Then return to the other two. A game like that one can literally last forever.

    If anything, I would actually suggest that keys only spawn in chest, and remove them from the bloodweb. That would balance them greatly.

  • @Mister_xD said:

    the problem here is that if you want to buff solo survivor, you also end up buffing SWF.

    so thats a very difficult task.

    How would built-in kindred, simple icons to know what the team is doing or if they are in a chase and a totem counter buff SWF? They already get all of that information for free, without having to give up perk slots for it.

    I am all aboard for these sorts of buffs. And every killer should be too. Once the gap is filled, or at least brought as close together between solo and SWF then they can buff killers even more.

  • You are going to be getting instant lobbies as a killer right now (depends on the time of day and your region too, obviously). I would suggest that you start right now, because we don't know what will happen after the patch, if some survivors do quit because of the changes being made.

  • It is possible, and it exists. The issue is that even if you record it, the devs are pretty much powerless. You simply cannot prove wallhacking in a game like this one, most of the time. The person might argue that they are a god in the game, and just have a feeling where everyone is at all times/can hear the survivors or killers across the whole map, because they have $2k headphone set or something. Unless it is insanely obvious nothing much can be done about it.

  • You can't cancel Bubba's chainsaw.

  • If you get that variaton then just run the loop next to the building, and ignore the window. I don't see the problem here. Adapt.

  • @Peanits said:

    I, for one, share your outrage and will be sure to bring up this grievance with the team.

    We need a no pineapple charm to balance it out.

    It would be great if you guys included pizza slices with different toppings in each tome. :D

  • I mean, they should just remove skillchecks at this point. After the ruin nerf, great skillchecks didn't really matter, unless you were in a clutch situation and tried to push that gen as fast as possible. Now they nerfed that, and it's basically garbage. Just remove skillchecks on gens, so we can all enjoy our M1 simulator to the fullest. Especially since now we will have smaller maps, fewer tiles, and bloodlust as an overkill on top of that. I will finally enjoy playing killer again, but damn, I feel bad for the survivor mains right now.

  • Otz is actually experiencing the same issue. Plus the fact that they keep sending him to PS4 servers. If they don't fix it soon, big streamers will just have to move on to different games, and that is certianly not something the devs would want.

  • There are way more people out there, who do not care for the grind and just straight up buy the rift than there are people who actually grind it through. Not to mention, you get your AC back, and maybe you want to spend those on a skin. The next rift comes up, and there you are, spending 10 new dollars for it. I am fairly certain that people who grind out the rift, get the AC, and save them up until the next one are a minority. Hell, I've had tens of games at the very start of the latest one where people already had all the cosmetics.

    The grind in this one was okay, could use a bit of tweaking and just a slight reduction in grind, but otherwise it is perfect for their business model.

  • Of course they are, this isn't even up for debate. They are not the same thing in the slightest, yet so many people compare the two.

    Mori = killer does only 33% of his objective per survivor (25% of his game objective overall).

    Key = 4 survivors need to do 100% of their objective, 3 - 80%, 2 - 60%.

    Keys are only powerful against killers who cannot pressure the gens. This is a problem with the game design, not a problem of keys. On the other hand, moris are powerful regardless if killers pressure the gens or not/survivors do their objectives or not.

  • This is why the base game should never ever go on sale. People with money to spend can make 10 accounts and splashing "only" 50 bucks to do so. Keep it at 10$ all the time and let them spend hundreds.

  • I think utility flashlight is one of those items that is ACTUALLY very rare, and not just saying that it is.

    On top of that, survivors have an enormous amount of items and add-ons. Mix offerings into that pot, and you've got yourself basically useless bloodwebs half the time.

  • This thread reminds me. We have a *give props" button at the end screen. Why doesn't BHVR utilize it? They should create ranks, and at the end of the month the game should give you bloodpoints/shards (or even both) based on how many props you received. Hell, you could even connect it to the rift, and each prop would give you half the fragment or something.

    That would actually inspire players, both killers and survivors, to play as fun and non-toxic as possible in order to get the benefits at the end of the month.

    @Peanits was there ever such a suggestion made?

  • @qquestion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184445#Comment_1184445

    Oh ok, thanks. I’m going to try a few more matches and see how it go. If I don’t like, I might just wait for the patch release because I already know I’m not going to stop playing. Just a lil bit

    Don't worry about it, and just try to have fun and learn new things. It can get frustrating at times, but you just got to power through it. This game takes hundreds of hours of playtime until you are solid at it. My advice would also be to check a few videos of the top players. For example, Otz.

  • With the recent sabo changes - why not? You can even balance around it. Let's say that it takes a couple of seconds less than unhooking. However, BT and such does not activate when you do it. To add to that - it could injure or inflict broken status on the savior. It would be a quick-save method, but it would hurt the survivor and the team at the same time. It would be situational and only useful in the clutchest of moments.

  • They are working on it, but we don't know the exact time of the release. The issue that you are having is because of your low rank. There are not a lot of people between 15-20, unfortunately. Just do your best to get to that rank 15, and you should be getting much better games, and faster as well.

  • They are a fun item, and they are not too strong on purpose. They can come in very clutch in a lot of situations though. Either in chase, or when the killer is picking somebody up. You have to get the timing right, and you can drop it in the path that you know that the killer will take when carrying the survivor. There is a fair chance that they will not hear the noise warning before it's too late. In chases, you can drop it around the corner when the killer can't see you for a couple of seconds, they turn the corner and bam, blinded.

  • I agree with the unlimited time, but I would add a bit more to it. When the killer hooks another survivor, survivor starts doing one of the objectives (totems, gens, healing others or being healed yourself) the perk deactivates. However, that shouldn't be the case when there are 2 people left in the match. In that case, the perk should have a set activation time so the survivor doesn't get an easy escape and to prevent end game slugging.

    @Kai6864 said:

    Although this is still a better suggestion than the original perk, I bet people will still be able to abuse it. Simply, stop the killer from chasing other survivors. Use your decisive to chase the killer, body block for other survivors so the killer can’t deactivate your DS, give the killer the incentive to down and pick you up, take the DS.

    i think all the current DS needs is a stipulation of “Deactivates when another survivor is hooked”

    In my case, you wouldn't have the ability to abuse it. If you're healed, it deactivates. If you go for a bodyblock injured, the killer can just down you, and continue his chase. That is already 3 people not doing gens (1 slugged, 1 who has to pick them up, and one in a chase). Unlimited timer DS would stop tunneling.

    I am going to get a lot of flame for this, but I think that if they were to rework it this way, DS should have 2 stacks as well. You can use 1 stack per hook. So the killer can't simply tunnel the person that they downed 10s into the match, eat the DS and tunnel them out of the game to their heart's content.

  • New MMR is not live yet, as far as we are aware. The reason for shorter queues is exactly that - a lot of people are stuck in their homes right now, and they have time to play.

    In your example, there are not enough high ranks players playing the game. That is why the pool from which the game picks doubles, and throws lower ranks into your games, so you don't have to wait too long.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184256#Comment_1184256

    While I agree that zhe solo-swf gap needs to be tweaked, most bonus features or biffs to solo that arent outright voicecomms will most likely also be useable by swf, or will be use with greater effiency by swf.

    Another point that strangely doesnt get discussed much is what buffs in general killers should get to compensate those solo-swf gapclosers. Just buffing their abilities will not be enough, i reckon.

    Let's say kindred is built-in. SWF doesn't benefit from it, but it would be a huge buff for solo. That's just one example.

    As for killer buffs, it is hard to talk about, because there are so many different killers. Their add-ons could get buffed. For example, the silent spirit could make a return. On top of that, new perks and add-ons on new killers could be way stronger than they currently are. They could, for example buff BBQ to have aura reading ability near the hook as well, so a bit of a reverse kindred + aura readings that it currently has). If they also resize all maps, and make them smaller it would put the killers back on the top of the food chain. There is just so many ideas and stuff they could implement, but as I said, it is specific for each killer. If I were to write down all my ideas this would be a way too long post that nobody would bother reading.

    Maybe you can find some inspiration for all killer buff ideas in Otz's video.

    https://www.youtube.com/watch?v=_qQ1_uS1y1Q


  • No matter whether you are a survivor or a killer main, everyone should be on board with this. Bringing solo to SWF level (information wise, we don't need comms in solo) would be the best thing to happen to this game. When the survivor side SWF vs solo is pretty balanced you can then buff killers by a lot. Solos won't get steamrolled by powerful killers, and SWF will also have a harder time against them. Buffing solo is the best path to take to balance. It's unfortunate that not many people in the community see that.

  • They should allow the art team to do this during mid-chapter patches. The art team that they have is ######### amazing, and they should totally allow them to freely express their creativity with the old skins. Meg and Nea both need their faces looked at. Especially Meg, with her teeth sticking out like she was the one that was hit by a pallet and not the killer.

  • @[Deleted User] said:

    Can we get a map set in a water park? When a generator is repaired, slides open up allowing both sides to rapidly traverse the map.

    To one-up that idea - how about a map where you start knee deep in water, which slows survivors down a bit (but not too much, to not make the killer OP). Each time a gen is completed, some of the water drains out. If you fail a skillcheck on a gen, sparks hit the water and stun you for 5s, for example. All of this would have to be heavily balanced, obviously, but I think it would be really fun, and break the boring gen repairs.

1 2 3 4