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philward1953

philward1953

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philward1953
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  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390634#Comment_3390634

    People can be condescending towards me but when I do it back it's a problem. Everyone's logic is quite flawed in this discussion. Personally attacking me isn't making you look good either.

    "People can be condescending towards me but when I do it back it's a problem"

    Well that's just a bad attitude lol. Awful way to start lol

    With you saying that "Everyone's logic is quite flawed in this discussion" when people are being logical and articulate and saying that I'm personally attacking you, which I don't mean to, you fall under the same criteria you've given others for being condescending. Plus other things in your comments.

  • I've always believed the ranking and pip system should be bloodpoint-based. 20k for one pip, 30k for two.

    It'd be better than MMR.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389950#Comment_3389950

    Lol,

    Me: Has a different opinion...

    You: "tHeY'rE sO cOnDeScEnDiNg" 😤😱

    Grow up and realize others have different opinions, okay? 😘

    Absolutely nothing wrong with having a different opinion at all. It's just the way you've articulated yours isn't helping. You're last comment doesn't help you lmao.

  • @Wexton said:

    Yeah sure, I'd love gacha mechanics in a game I payed money for! For real though DBD mobile kinda sucks and I'm sick of people gassing it up, I've never played a clunkier game. It has some cool features I agree with that, but nothing can fix bad gameplay.

    It suffers because its mobile sadly. It does have some amazing features tho.

  • @[Deleted User] said:

    Such as?

    The bloodmarket, more loadout options, more graphic settings, full HUD control and customization, pre-match loadouts, better post-match stats, relics, ranked and casual queues, BOT systems for DCs, scoreboards and such.

  • @KayTwoAyy said:

    Start counting the time you spend not doing a generator.

    Start thinking about how long your chases are vs. how long it takes to complete a generator.

    Start noting safe zones next to gens that you can run to, rather than hiding behind a rock and hoping the killer doesn't see you.

    So many of you are complaining about how difficult Survivor is going to be once PTB is pushed to live servers, when you are the reason Survivor is so difficult. You think that healing will save you, but no one is going to escape if you can't complete a generator.

    You've no right to complain about how hard the game is when you continue to choose the least efficient strategies. Many of you knowingly do this, because "holding M1 is boring, and I refuse to sit on a gen all game."

    The Survivor Activity HUD has been enlightning.

    In games that I don't escape, there are often spans of 3-5 minutes where I am the only one to touch a generator.

    This game is not hard. There is one objective.

    If you're not going to do the objective, you should expect the game to be hard. Likewise, if your teammates are not doing the objective, please recognize that you didn't die because the game is too difficult--you're just not playing with people who are trying to win.

    This game cannot be balanced around people who are not playing to win.

    People still have the right to complain, but I do agree with your points.

    So many survivors waste friggen time in matches, and its infuriating. They don't do gens, take chase, use pallets or windows, and then they moan "But I never win! Survivor is unfair!"

    Survivors isn't easy, and neither is killer, but there are so many options that people don't take on both sides that make them see their role as difficult.

    Survivors have to do 5 gens while one distracts the killer basically at all times, and unhook when needed. While it takes skill to run a killer, these are three simple concepts that so many survivors don't understand for NO reason.

    I think most of the community is made up of survivors who are scared shitless when it comes to entering chase (and perks like Distortion don't help), and they end up being useless because they haven't become comfortable with at least taking a killer's attention. Then, the moment they have to do something, they get destroyed and the game becomes unfun. There is a skill issue obviously, and that's okay, but nobody will get better if the bare minimum isn't done.

  • @Dsnooz said:

    Please No, the HUD has so much information. Let me enjoy the game aesthetics and not be interrupted by varying degrees of mic quality and random voices.

    No it objectively doesn't

  • @Technature said:

    I don't see how the amount of time to takes to mute someone matters.

    I don't want to be called racial slurs because I'm running a perk the other person doesn't like.

    You said "Here, let me just mute the comms reeeaaaalllll quick aaaand the killer found me."

    I assumed you said that because you thought turning off comms would take a long time

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383323#Comment_3383323

    thats not what you said. not what your argument was about.

    making something better is not the same as not ruining it.

    making something better might require that you ruin it. that you destroy it. so your argument is flawed. from the very basic core

    So by extension even if comms ruin the game there's a chance the game could still get better...

    "making something better might require that you ruin it. that you destroy it."

  • @Dark17Style7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369300/we-need-voice-comms

    I disagree almost nobody would use this option it would include me it would be a waste of time also information is already in the game.

    Not enough info to actually bridge the gap between solo and SWF

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383071#Comment_3383071

    Ah yes, why didn't I think of that?

    Here, let me just mute the comms reeeaaaalllll quick aaaand the killer found me.

    ######### cool.

    How long does it take you to mute comms?

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383177#Comment_3383177

    Changing how the game plays to a major degree IS destroying it.

    there’s a reason why dos and skip bo aren’t called uno.

    Doesn't rule out how it might be for the better.

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383070#Comment_3383070

    I’m not talking about them as if they’re new. It’s pretty clear for regular forum goers that there are several players who believe the addition of swf ruined and is continuing to ruin the game. Because the concept of the game as it was released and as it was intended has been altered to the point of no longer having the same identity.

    whether or not it is for the better or for the worse is an opinion.

    The definition of ruin is:

    https://us.v-cdn.net/6030815/uploads/R1GJX0GEUIK9/d14bf663-1954-4157-9140-f6b96e420a7c.jpeg

    so if your argument is that swf did not ruin the game then you’re inarguably wrong.

    edit

    and it isnt a matter of voice chat or no voice chat. It’s about the 1 of 4 mentality that comes from the core game mechanics and core design of choosing to allow players independence of others.

    You're confusing something that changes how the game is played vs. something that destroys it

  • @Technature said:

    I've said this for Splatoon and I'm saying it now.

    I don't need to hear children tell me how they fornicate with my mother.

    It gets old in text form, voice form would just be fresh reasons to hate playing this game.

    And I don't need more of those.

    Mute the comms

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382999#Comment_3382999

    No. The real reason people think they’re “ruining” the game is because they’ve forced the game to change. Significantly

    And if the game changes to better compensate for killers as a result then....?

    People are constantly begging for the game to change to keep things interesting. Also, SWFs have basically been in the game since forever ago now. No much has changed. You're talking about SWFs as if they're new lol.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369300/we-need-voice-comms

    ABSOLUTELY NOT.

    Its not "cope" to point out how overpowered comms are in dbd (when used properly). Its just being honest.

    The game had information perks specifically because of the lack of communication. DBD is build on limited information, hence why swf is notoriously powerful. And you are seriously suggesting for SWF to be basekit.

    Not to mention miserable killers will be in the new patch. nearly every slowdown perk got gutted with no compensation, leaving deadlock, corrupt, and sloppy to pick up the pieces. Meanwhile survivor repair bonuses are still uncapped and unchanged despite the power certain perks and items have.

    And on top of all that, basekit SWF? No. Not unless you WANT to see tunneling nurses and camping bubbas every game.

    maybe a mini basekit kindred.

    You're totally forgetting how killers would and should be buffed if comms were to be added lmao.

    That means slowdown perks and other killer perks and things would and should be buffed.

    Why mini Kindred lmao? Do you think regular kindred is too powerful to be basekit?

    You sound like an obsessed killer main who didn't read my whole post lol.

  • @MaudetteClorel said:

    If they added voice comms,they would actually be able to bridge the gap between solo Q and SWF. Which (SWF) seems to be the problem and main reason why so many perks and game mechanics had to be changed/tweaked because they’ve been abused by SWFs whereas the same perks or game mechanics have been completely situational or not useful in solo Q at all. It’s much harder to run a sabo/breakout build in solo for example compared to a coordinated SWF.

    Adding voice comms would also allow the devs to balance the game better since there’s no more power gap dynamic between solo q survivor and SWF.

    Somehow, this is an easy concept so many people fail to understand.

  • Any notion that SWFs are ruining the game stems from how they're leagues more powerful than a solo-q teams without comms. It'd be dumb for BHVR to nerf SWFs somehow because any move to discourage people from playing together is insane. Buffing solo-q to the point where they're as powerful as an SWF can let BHVR balance the game in a better and more easy way.

  • @Raptorrotas said:

    Its funny how our survivor community both wants the advantages of swf+comms in solo but without the actual comms.

    Gotta have all those instaneous UI widgets instead of actively using comms. Plus swf still being able to use comms to be even more precise.

    Its so strange. I'll never understand how someone's mentality can be: "We want Solo-Q to be ask good as SWF so the game can be better balanced and so we can have a better experience! NONONONONO NOT LIKE THAT!!!"

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369300/we-need-voice-comms

    I disagree with voice, but would be open to more emotes.

    I have no clue why they haven't added more emotes.

  • @Volcz said:

    My opinion and its fine if you disagree

    • voice comms should be an option, not a necessity.
    • it should be in the game by now. Its been 5+ years and pretty much every MP game has it. Doesn't mean you need to use it. Remember that.
    • voice comms would bring the matches where people actually want to coordinate with other solos, near the level of a coordinated SWF.
    • it'd make for some really fun & also hilarious matches. People would be able to soundboard or use voice changers, etc. Some of my best memories in this genre come from Friday the 13th and if you haven't played that...well you missed out cause it was epic.
    • people ALWAYS ASSUME the worst when it comes to voice chat, particularly this game. When you have so many other games that use it and make it work (and yes, some of those games are toxic - OW, Valorant, Rainbow Six Siege, etc) but they also help a ton in regards to coordination and not every team you get is going to be a toxic group of people.
    • Add a mute option for individuals, if someone does decide to start being an a**, just mute them and move on. Its just a game and you shouldn't have to put up with toxic people.

    I'd love to see it on the PTR, give it a try at the very least.

    This whole 'oh nOoOoOo VOICE CHAT BAD, TOXIC DBD COMMUNITY' is such a bad excuse. Its never even been tampered or experimented with. I'd get it if it had horrible results on the PTR but the fact is no one knows how good or bad it truly would be until its actually implemented.

    Sucks they haven't added it in as an option. I don't care to group with others but a voice chat option would definitely be used by me as well as other solo survivors (who dont want to group up). I like winning with a team full of strangers. I like adapting and trying to play around people and their perks that I have no synergy or knowledge of. Voice chat would be a welcome change IMO.

    I agree 100%

  • @bm33 said:

    I don't want voice comms. I would like a chat wheel though, that would be very useful.

    The problem with a chat wheel is that it'd take some time to say exactly what you want to say, or it wouldn't be specific enough some times. Still would be a good feature

  • @Remedicist said:

    I think they should add it, but just make it an option to turn it off like the end game chat for those that don't want it. Giving players options is always a good thing.

    I think people overestimate the effects of the "negatives" comms would bring. Simply having the option would be nice.

  • @Cassiopeiae said:

    Yes please. Either that or more emotes.

    More emotes would be a GREAT feature! Imagine one for specifically doing gens or something.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381818#Comment_3381818

    And...I do not want to.

    I'm not sure what else you want me to say. If BHVR adds comms by default, I'd likely stop playing.

    Well then if you don't want to communicate, thats fine, but whats better? Communicating or not communicating?

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381813#Comment_3381813

    If comms are in the game, BHVR will start balancing like everyone can communicate. You'd put yourself at a big disadvantage if you (or your team) chooses not to use the voice comms if they are put in by default

    But you can communicate.

  • @AnchorTea said:

    >play survivor

    >get berated by not body blocking

    >have a meg yell at you over running DS

    >the atmosphere of the maps that was carefully crafted by the environmental team has been completely ruined

    >a jeff is commented how hot spirit looks

    >a Mikaela dressed in all white is calling a claudette player the n word

    Yeah... it would TOTALLY work.

    Turn it off then

  • @tippy2k2 said:

    I have zero desire to add comms to my solo queue experience

    Hell, I think the reason why I gravitated towards this game over the other Asymmetrical games like The Evil Dead Game is BECAUSE I don't need to use the comms.

    Turn em off then

  • @Seraphor said:

    No we dont.

    Every other game with built in voice chat is a ######### mess of screaming #########.

    Everyone who wants to communicate can, via discord. Form a premade if you need voice chat to play this game.

    "Just be a SWF then" is what you basically just said. You're not tackling the issues within solo-q

  • @Nirgendwohin said:

    they can't even add a common text chat for all platforms.

    BHVR moment

  • @MikeStev said:

    How about NO... i have been playing this game since 2017, and most of the time playing solo survivor.

    Don't ruin dbd with voice coms, HUD is enough.

    The HUD will never be able to bridge the gap between solo and swf so the devs may balance the game in the best way possible

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381408#Comment_3381408

    There isn't a 'go back to reset every time'. With sloppy, you get one mistake. If you have to reset even one time, you lose the hook stage entirely because the reset takes 30 seconds. If you can't coordinate that rescue effectively, like say in solo q, someone is almost certain to make one mistake at some point.

    Camping is getting the biggest buff since gen speeds increased. Face camping in particular now means you either get a free kill, or get at least 72 seconds of healing slow down as two other people have to commit to being injured.

    If you think this will reduce camping, you're completely delusional.

    I don't think there's a "go back and reset everytime". That's a claim the original poster mentioned. I think if there is a scenario where a survivor coming for an unhook gets hit and just leaves to heal, they aren't performing a good save at all.


    Why do the two other survivors have to commit to being injured?

  • @ReverseVelocity said:

    They've always been able to allow you to heal others faster.

    In fact, this update actually nerfs that aspect of medkits.

    They did nerf medkits across the board, but they also shifted their focus since they offer buffs only to healing others now. Healing in general is slower, but now, medkits only give a buff if you're being altruistic. The did do this before, but there's more of an emphasis on altruism.

  • "Camping will be more profitable than before. Killers can injure survivors coming for the save, and since it will take survivors a longer time to reset to go back for the save, there is a higher risk of a survivor hitting stage 2/dying and hook trading becomes more necessary."

    I feel like if you're getting hit, and you go back to reset every time without another survivor there to actually get the save or without trading hooks, I feel like that's just a bad save and the survivor shouldn't have gone for it in the first place.

    Could camping actually go down BECAUSE of how survivors can get hit and not reset in a hot sec? There is potential for more targets that are unhealthy now.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380345#Comment_3380345

    Just one of them my fav perk is prob hope :) any more pseudo-pyschology for hope being my fav perk too bestie :) ?

    Nah I'm actually with you on that one

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380287#Comment_3380287

    DH has not been an issue since they nerfed it

    I find that a little hard to believe, but okay, believe what you want.

    They're probably a survivor main.

  • @[Deleted User] said:

    Where do I begin?

    Lately BHVR you have been on steady decline, whether its the last two chapters you released that were low quality in release and in gameplay and mechanics. Or the constant random balance changes that almost no one asks for or a very small percentage of your player-base actually ask for. Your player base is not represented by only the opinions of Fog whisperers and content creators.

    While you have had some great changes recently they have been few and far between and they're undermined by the lackluster quality in your work this is evident in your releases considering the recycled perks that you released this chapter. With your only focus in relation to quality seemingly being on pumping out new feng cosmetic$ I know that may be hard to hear because I know your team works hard, but this is the truth when we are being honest about the last two chapters. Now onto your changes.

    Starting with my favorite perk Dead Hard the third nerf for DH is asinine.

    "Dead Hard will activate after safely unhooking a Survivor. When activated, press the active ability button while injured and running to gain the Endurance Status Effect for 0.5 seconds, then become Exhausted. Dead Hard will deactivate when it successfully protects the user from damage. 

    This will put a damper on how often Dead Hard can be used, keeping it as a powerful reward for Survivor who have earned it."

    Dead hard even though it was popular in use was not problematic, the powerful reward was being able to successfully use it in the first place which is a challenge in its own rite for new DH. Does BHVR have the percentage rate of survivors who bring DH and successfully use it vs failed uses? I guarantee the rate for failed uses/no uses is much higher than successful uses which despite popularity should be considered before any changes. Did BHVR consolidate this data for their changes? Very likely no, I would be surprised if BHVR could even access this data. The problem players complained about was never "THIS PLAYER IS USING DEAD HARD TOO MUCH" its "THIS PLAYER IS USING DEAD HARD"

    it had plenty of counterplay and only a short window for use. This change is just your way of being too afraid to delete a perk from the game that players complain about. Perhaps you should consider just deleting the perks instead of de facto deleting them like how you have been.

    Next on to med kits: "Having easy access to quick and plentiful heals can cause problems, particularly for highly skilled Survivors who can evade the Killer for quite some time." -- "For Killers, this means that any chase that doesn’t end with a hook- even if they managed to damage a Survivor- can be completely undone in a matter of seconds."

    Translation without BHVRs jargon: We're nerfing medkits because there are good survivors who can use them which makes them REALLY strong. Everyone else who is not a 2k+ hour survivor pro be damned.

    Also why BHVR are you punishing survivors who win the chase? Players should be punished for losing the chase against a good player and you're going to handicap medkits because some players are good and some players are bad? Let's not forget the plethora of anti med kit and anti healing builds, BHVR how are new medkits gonna fair against coulrophobia, Sloppy butcher and franklins? They won't. Does BHVR even play their own game?

    On to killer perk nerfs so I don't appeared super biased against my killer main friends.

    Pain resonance: This perk did not need a nerf, because while it was annoying it had counter play unlike eruption, PR + DMS (which is basically old eruption) isn't nearly as frustrating for players. .

    BECAUSE it has something BHVR use to care about with their design decisions and that is Counterplay. PR + DMS could be countered by hopping off the gen easily right before your teammate got hooked. This is just another change because BHVR sees high usage. That is the trend going forward for BHVR.

    This philosophy "Is it being used popularly? It needs to be changed" will continue to frustrate and exhaust your playerbase.

    Circle of Healing: with the change for this perk, BHVR might as well have deleted it from the game. Survivors you will not see this perk in your games often if at all. Killers rejoice.

    Let's point out some more of BHVRs animosity towards counter-play and their new philosophy of change simply for the sake of change. Using their own words.

    Flashlights the weakest survivor item in the game yet they receive more nerfs:

    The Nurse: "Similar to The Wraith, The Nurse could also be burned while blinking. This didn’t come up very often since it was very risky and difficult to pull off, but it is also being removed." 

    There it is folks from the horses mouth. a counterplay mechanic that in BHVRs own words, didn't come up often and was very risky and difficult, BUT rewarding and fun is also being removed. BHVR forbid anyone have a fun, risky counterplay mechanic against a high tier killer, no we can't have any skillful mechanics.

    Need more proof BHVR changes things just for the sake of change? Here they go again in their own words

    The Artist: Survivors could shine a Flashlight at crows to scare them away. This also didn’t come into play very often since crows could easily be shooed away without using Flashlight charges. This is also being removed

    a FL mechanic that didn't come into play very often and doesn't REALLY need to be removed since they can easily be shooed away without using charges is also being removed because change.

    All these changes to gameplay, the neutering of perks and in game mechanics disillusion your player base and reduce the skill ceiling for both survivors and killers players alike. Have a nice day, consider what I wrote or don't.

    TL;DR wah wah bhvr changed things for no reason making their game worse.

    The fact that DH is your fav perk is so telling lmao

  • I'd increase it to maybe 6 hooks, which is two survivors dead. I think that'd be okay.

    Idk, I still wanna see then nerf in action.

  • Ah, so you have nothing constructive and are moaning because I highlighted his video? Thanks.

  • @Beatricks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377717#Comment_3377717

    I don't have the game's sour code sadly, but I'm fairly sure one of the main streamers said in a Twitter thread that content creators got preferential matchmaking when they all dropped their "can't play because too many hackers" videos in quick succesion. So BHVR added some rules like X hours of game time so brand new hacking accounts can't be matched with them. This solved the problem in the sense that now the average players get them exclusively. That being said, I have no proof that their MMR is also lowered, but people like Otz, Scott Jund and OhTofu have thousands upon thousands of hours where they played killer. You could theoretically go watch everything and see how often did they play against 4 BNPs, had survivors that had not the faintest clue of how to loop etc. If I had the time, I'd definitely do it and see how they hold up, I bet we could learn all sorts of useful things from that.

    As to the second part of your post, you are just proving my point. My original contention was that drawing vast conclusion from someone incredibly good at the game, playing against weak teams was a mistake because there are too many variables. Now if Otz and Hens&Co got together and Otz went through all killers without tunneling (map RNG, no fixed balanced maps) that would be incredible to watch and we could actually learn a lot.

    I brought up Hens because he does tournament stuff which is actually fairly balanced, but Otz played against some random SWF on Ormond a couple of weeks/months ago and got like 1 kill? There are plenty of strong SWFs that should be matched up against the best of the best, because giving them 400 hour Megheads is not very balanced.

    Thats actually really interesting. But I've gotta ask, if we could go through and check how many times content creators went against bad survivors, wouldn't that give more credence to the idea that MMR just doesn't work period? Like for anyone?

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377722#Comment_3377722

    With the Otz-Propaganda. New Video = here is a post about Otz did this and that.

    So do you disagree with Otz's conclusions?

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368793/otzs-tunneling-experiment

    Are you his media-assistent or why do you work like a trainee for him?

    What do you disagree with?

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368793/otzs-tunneling-experiment

    This isn't that telling nor is it necessarily particularly useful either.

    It's a known and well understood fact that you don't absolutely have to tunnel in every game to do well.

    Reproving that fact doesn't require Otz to test anything. The issue is player perception at skill levels below that of someone like Otz and player perceptions of people who are in opposition to your role.

    Otz playing 60 games isn't the most representative sample of the majority of dbd play. Just like a 4man rush team going for 4 man escapes for 60 games isn't really representative of most dbd play. It's a nice anecdotal example that goes to show proof of concept that it can be done if you are that good. Most players aren't that good and aren't going to get that good because they aren't going to put the amount of hours in. It's not even guaranteed that someone will develop that level of skill even if they play long.

    I disagree...

    "It's a known and well understood fact that you don't absolutely have to tunnel in every game to do well."

    A majority of the killer discourse in these forums does say otherwise. The idea that killers need to tunnel is a widespread and incorrect mentality as of right now.

    "Otz playing 60 games isn't the most representative sample of the majority of dbd play. Just like a 4man rush team going for 4 man escapes for 60 games isn't really representative of most dbd play. It's a nice anecdotal example that goes to show proof of concept that it can be done if you are that good. Most players aren't that good and aren't going to get that good because they aren't going to put the amount of hours in. It's not even guaranteed that someone will develop that level of skill even if they play long."

    I generally agree with this, but this is why he made sure to not bring any hardcore meta perks or addons. This brings him down a little bit in terms of chances for success. Otz may not be the average DBD player, trust me we all know he isn't, but if you look at most of his games, he doesn't do much different than your average killer unless he has a specific goal in mind. The crazy plays you can find on youtube make up a minority of his plays overall. The idea that people won't develop enough skill to do something like what Otz just did is valid, but would that not be specifically on the killer? If they lack skill and are required to tunnel, then are not being oppressed by survivors, and they just could not make good use of the opportunities they were probably given. Obviously maps and such factor into this, but if a player is unskilled, then they probably won't make skilled plays very often. Unironically, I am saying that there is a "skill issue" here instead of a sheer lack of choices that are different to tunneling.

  • @Beatricks said:

    Okay, now how about someone do this after him WITHOUT the preferential matchmaking?

    Don't get me wrong, I'm in absolute awe at the raw skill displayed at clubbing baby seals with barely 4-500 hours that run into walls because they don't look ahead of themselves and don't work on gens because they are too busy being the next JRM/Ayrun/etc and can't even run in a straight line to efficiently chain strong loops and abuse infinites, etc.

    Why do I feel like playing Pig on Red Forest against Hens333 and his squad would yield vastly different results?

    Nothing personal against Otz by the way, he is a really cool guy and a pillar of the community we should all aspire to be, but this should not be used to gleam some sort of significant insight. The only thing it actually shows is that SBMM doesn't work and the tippity top MMR killers are regularly fed baby survivors who have absolutely zero business in being the same lobby as them.

    If you think Wraith is a perfectly viable Killer show me a single tournament where he 4k-ed, I'll be waiting.

    Honest question, can you really prove preferential matchmaking? Obviously a content creator won't put up games that go down the shitter as half the time those aren't fun to watch. It happens though, even to streamers and other content creators. Half of the time, we only see their best games.

    Pig vs Hens33 and his squad would probably go sour because Hens is a great player, and Pig is a mostly ######### killer. Saying "I bet it'd go different if my Trapper with moderate addons went against 4 P-100 survivors with 8k hours or Eyre of Crows" isn't saying much, and that mostly highlights a problem with the killer's strength, map imbalance, etc. Those matches don't happen all the time, and hey, a match can start with the odds against anyone on both sides.

  • @dollidahlia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368793/otzs-tunneling-experiment

    There’s an easy fix to both tunneling and doing gens being boring. Add another objective. It would massively reduce the amount of tunneling

    I don't know how that would reduce tunneling, but I do think that DBD needs SOMETHING else in terms of an objective. Like jeez, the game is 5 years old and there have been NO changes to core gameplay.

  • @th3syst3m said:

    "There's only us vs them from players who think they've hit the skill cap at 400 hours in a 7 year old game."

    https://us.v-cdn.net/6030815/uploads/V7RAKO2ITR3U/perfection.jpg

    That's an EPIC quote

  • @ohheyitsbobcat said:

    Here are some of my picks, though honestly I think DBD is an a content enough place for me. I also haven't watched the video.

    -General QoL stuff for killers/survivor. Biggest being no random skill check when getting off a gen. Make it work like overcharge.

    -Recycle shop to get rid of unused items so you can buy others. No one needs 100's of brown crap. Let us get rid of them and upgrade or switch. This is probably my biggest want and something I think DBD should have had ages ago.

    -Shared inventory on survivors. They're just skins, let them share crap. I know it will never happen but it's a pretty big want of mine.

    -I would like to see a couple more emotes and some for killer but not a lot. Just very simple things, like a weapon wipe or something. I don't want breakdancing survivors as funny as that would be.

    -Separate daily's for killer/survivor. Simple change and should have been a thing already.

    -Let us see our MMR. Doesn't have to be shown to anyone else you play with.

    -While I don't need any of them, more accessibility stuff is always nice.

    -3 killers a year instead of 4. This would allow them to do more testing and maybe even have multiple PTB's.

    -New game modes that switch overtime. I don't want straight up added modes but stuff that'll change. This week is prop hunt, next is 2v8, etc. I think doing it that way will keep people coming back more often and BHVR wouldn't have to do all that much bug testing since it'd only be for a week at a time. This would keep it fresh without getting overwhelmed and without taking the majority away from main because they're is too many gamemodes.

    -Seed Selector in customs so people can have proper tournaments. The game already has seeds, let people choose them.

    -Bots in the main game via DC's as pointed above.

    I've seen it mentioned and I'm 50/50 on in game voice coms. I personally don't want it and I understand why people do but one of my main gripes is the toxic nature that comes with it. If you thought this game was toxic already, then boy oh boy would it actually be toxic with coms. Nothing like listening to little Billy scream profanities and death threats at you while you run to unhook him. Just mute him you say? Just turn off endgame chat and messages. Wow, no more toxicity.

    On the other end content creators would have a blast milking people for reactions and tbf, sometimes it's hilarious. Also, I think the majority wouldn't even bother using it and it'd just be you talking to yourself so it'd have minimal impact anyway. Like many other voice chat games.

    Personally if I had to have it, I'd want proxy chat with killers/survivors both and have it on the new game mode idea above. Not a general feature.

    I think with the ability to turn it off, Voice Comms should be in the game. I think the idea that the feature shouldn't exist because of the potential for toxicity is absurd. Yes there is potential, but the ability to turn it off nullifies that as a reason to not have it. Also, I don't think its crazy to say that if survivors could actually communicate they'd be less frustrated with each other. The fact that I can't tell my teammates how to successfully rescue me, or to slam gens, etc. infuriates me more than them actually not doing these things.

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