sulaiman
sulaiman
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- sulaiman
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@MadLordJack said:
They banded together in sweaty SWF's and left the rest of us to fend for ourselves.
I cannot wait for proper matchmaking. We will have competent teammates, killers will be buffed to compensate, SWF will lose much of their power, everyone is happy except bully squads.
There will also be survivors complaining about matchmaking being broken because they are grouped with potatoes, not realizing that matchmaking is working fine...
Nah, just kidding, they will never get a proper matchmaking.
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Also remember, BBQs effect can be countered in several ways. So the new effect should be as easily countered by the killer.
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The thing is that survivors have it in their control to disable noed, a lot of them just chose not to do it.
I play mostly survivor, and if it becomes relevant, the killer is mostly struggeling anyway. Its fair to me that he has a "comeback-perk".
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If they do the reverse as well, it seems fair. IF the killer is at the hook, the action time of survivors slowly increase. If he is away from the hook, the sacrifice time increases. By this the survivors have to stop genrushing and have to go for the safe fast or lose their teammate.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1583339#Comment_1583339
Aha i mean when u put it that way... I just wanna see the removal of broken and op addons because i hate having addon reliant killers. Nerfing addons also means u can buff the base which is what i want for trapper boi.
The problem is, as experience shows, can buff the base does in no way mean they will buff it. So its just a nerf.
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If you only have 2 or 3 killer that are viable against experienced survivors and/or swf, its obvious you see these same killers again and again.
Why should a killer play a char he knows hes going to lose with?
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I would agree it the other side of the equation was modified equally. If the killer runs ruin, and hooks a player, and all other players stay on their gens while the killer is away from the hook, the speed in which the entity sacrifice the hooked survivor is increased. That would handle genrushing, so it seems like a fair tradeoff to me.
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I would like that, i could dodge people with no mither then. Thats the games i usual die in, because most people who bring it don´t know how to play.
Also, should i start dodging survivors with flashlights? a lot of the time they just run behind the killer to then get no flashlight save anyway, so you are down one player if they waste their time like that.
The thing i find far the worst are survivors that are allergic to gens, because they are "boring", leading to games where a) at least one player isn't doing gens no matter what, or b) i am doing 3+ gens all alone, while the rest hooktrades, and i end up with the least bp for actually doing the objective.
But maybe i make a new thread about that topic.
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If they gave a compensation, they would admit that swf is a problem, while at the moment they ignore it.
Anyway, for some players a bp compensation would be enough, but a lot of players would rather play a fair game instead, and the pressure to make that possible would build up if they already admitted that swf is a problem.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1583215#Comment_1583215
This a simple case of player agency. One scenario grants you options while the other does not.
When you are left on the ground (aka slugged), you have no control over your fate. Yes, you can crawl forever, but you can't change your fate.
When you are hooked, you still have control over your fate. You can attempt to escape (4% chance) or you can leave the trial by doing nothing if the struggle phase begins. Attempting escape, struggling, and refusing to struggle are all choices the hooked player has control over. The hooked player can change their fate.
DEATH IS NOT AN ESCAPE might be a catchy slogan or motto when it comes to advertising. If you've decided you don't want to participate in the remainder of a match, killing yourself on hook is undoubtedly an escape. By dying on the hook, you will have escaped the situation, circumstances, or events that have brought your enjoyment to a halt.
Why would it be more fun to be on the hook than the ground? While you're on the hook you can still exercise your will and make choices. Those choices grant you the opportunity to leave. You can't make any choices when you are left on the ground.
I disagree. I had many games where i was slugged, the killer found the next person, hooked them, and then could neither find me nor the hatch before i found the hatch and got out. Even slugged, there are decisions to be made, and you can even escape.
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Usually endgame starts when the gates are open, by which point the game is mostly over anyway. I doubt anyone would bring noed then.
Also, if people have a problem with noed as a backup because the killer did badly...the same is true for ds, unbreakable and dead hard. A survivor can hide all game, dont do anything usefull, and still escape due to this perks he brought.
Can someone explain to me why onle the killer has to work for his perks to have an impact?
I mean, if thats the real reason, ds, unbreakable and dead hard should have a trigger for the survivor too, like unbreakable only works if you healed someone from dying state, ds only if you unhooked someone safely, stuff like that. But why this seems to be important for a lot of people, it seems its just on the killer side.
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Either one of the Star Wars games, because i really want that lightsaber, or Monkey Island, because you, sir, play like a cow.
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Isn´t the mindgame fixed on the survivor side by streched resolution? After seeing ppl play with 1080 x 1080, i would really say mindgames are gone for players who don´t want them.
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@Babyyy_Boyy said:
Killers who first hook mori with an ebony are bad because they can’t 4K a decent team without it. Change my mind.
No, i wont, because i think you are right. Btu the problem is, if they can´t win against that decent team, they should not be playing against them, because they are out of their skill range.
Thats why moris are used after the first hook, because the game still matches players vs. opponents way above their skill level, whatever thats because of individual skill or swf-skill-bonus.
And its not like the killer has go get good, there are plenty survivors on every skill level to go against.
But that would increase waiting times for red rank swf, because killers that can keep up on that skill level are more rare than on other skill ranges.
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Well, if the killer doent want to, i get gens done as fast as possible and get out. No need to taunt the killer or be otherwise rude.
As survivor, i might be one that wants to die, but thats usually because of the other survivors. No matter if the killer camps or whatever, i try to buy my team as much time as i can. But there are just survivors i don´t want to play with because they are toxic even to other surivors, and then i get out.
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@Dehitay said:
What blows my mind is the fact that they still haven't introduced either a husk or bot system to replace disconnected characters. It's been years. DbD Mobile managed to pull that much off in the short amount of time they've been out. Yet our main development team is somehow unable to implement code that is ALREADY AVAILABLE!
Since i have no experience with DbD mobile; how does it work? If in the case above all 3 others disconnect, how good are the bots? can they run a killer for 2 gens, so the rest finishes the game? Do they finish gens, or do they bones? Only hex ones?
How about rescues?
And finally what about the hatch? Does it still spawn if 3 ppl disconnected, or only when their bots die?
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@SaltedSnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1575275#Comment_1575275
I've not played survivor in months, and ranking up from 20 with DS and a meme loadout has gotten me a 40% winrate so far. I've been able to max out boldness before the game is even half over most times.
All my experience is telling me is that most of those survivor games I've been screwed by teammates not doing much while the killer is busy.
MY experience as a solo survivor says: you are most likely right about your teammates.
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After swf is balanced.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1573838#Comment_1573838
It's not about this being matches coming from a streamer, but that it's 50 games in a row which is a fairly big sample size. If all you take from this post is only the typical "a streamer said or did so, so it has to be true", then you missed the point of this thread.
Well, then let me make a counterpoint. I kept stats of over 200 games as solo survivor, and thats an even bigger sample size, and i got a survival rate of nearly 75%, which is way above the "balanced" 50%. So i proved even more that the game is survivor sided, don´t you think?
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i dont know, because i don´t dc.
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if all of his games freezes, i would say its more likly his personal pc is hacked rather than the servers, don´t you think?
I still rather take the risk of being punished for doing nothing wrong over having someone ruining my game every second game.
Otherwise, karma matchmaking.
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@KayTwoAyy said:
If you bring a key and a map offering, leave your ego at the door.
This game is already incredibly survivor-sided, so you are not talented for "outplaying a killer" in a SWF when you run DS, Unbreakable, & Adrenaline with a Map Offering and key-in-hand.
The amount of banter I see in post-game for securing a kill, rather than chasing full-health survivors on the far side of the map, is dumbfounding. If you are going to take every inch the game gives you to survive, then you should expect the killer to do the same and accept the outcome of the match.
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Thanks for sending me to Haddonfield, Claud. You were so talented running Balanced Landing against an Adept Trapper, with that key in your hand. Too bad you didn't make it out.
to be fair, unless she was cheating, she didnt know which killer you choose, could as well have been freddy.
But it seems unfair to rant about suvivors not acting on things they are not supposed to know...
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@IamDwight said:
My game crashes on the loading screen every time there's a mori :)
I think that is an issue that can easily be solved by making all offerings secret.
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In my opinion, moris are needed to balance things like swf, which have a very unfair advantage over both solo survivors and killers. I doubt a nerfed mori would help vs swf, but i think that is the goal.
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@Shenanigan said:
https://forum.deadbydaylight.com/en/discussion/comment/1572935#Comment_1572935
If I bring an Ebony Mori I'm giving myself a to-do list, because I know how Moris can tip the scales so much in a regular match.
1. Always Mori on Death hook (with the exception if they're pumping out gens a little too fast then I'll Mori someone who's Mori-able to even the odds if they have two gens left chances are still tipped on their side but with the lost of a teammate it'll add pressure of that they have to play their next moves wisely. After that first Mori everyone is treated with death hook kills.)
2. Always go after the rescuer. Never the recently unhooked survivor.
3. If the last person doesn't wiggle they get hatch. 3 warnings max. (Maybe a few more warnings after because I want to show them that I mean well.)
So basicly, you follow rules about moris unless you are going to lose, then you use the mori anyway to "even the odds".
With other words, your "to-do-list" means nothing.
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@MegHasCuteFeet said:
"All these nerfs are to expand the amount of time survivors spend in match."
Games last 5 mins.
Yes, but survivors that aren´t moried before will spend time at the exit gate teabagging, therefore expanding their time in the game.
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IF he is indeed uncounterable, the kill statistics will show the devs they need to act. If the statistics doen´t show that, then maybe he isnt the unstoppable juggernaut.
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You cant punish him, because you can´t punish players for just playing badly. Do you want killers who got no down to be punished? Killers that don´t find stealthy players? I guess no, therefore you can´t punish him for playing badly before he then killed you all.
I had a game vs a trapper once, that got no hooks at all. When we were at the endgame, he laid out a trap in front of him. One survivor got there, and i just thought" its the trapper, so it´s a trap". And it was. Once the survivor disarmed the trap, he got injured, and the trapper just hit and hooked him. So the whole move was a trap, not just the mechanical trap itself.
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i wouldnt care about that change, because i cleanse all totems anyway. And hidding totems better doesnt work, because its just a patch until you know the new totem spots.
Also, i hope that the visibility of the game does not change with the graphic setting once we get the graphic update. Visibility is a part of the game where hidding is an option, and just changing that is no different to speedhacking in my opinion.
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Yes, plenty of times, both and after. But the ones i played with in an swf where only on twitch, not youtube.
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Do KARMA-Matchmaking. For a certain amount of dc´s, you get internal matchmaking flags. If you reach certain tresholds, you get machted with people with equal dc rates.Deal with that.
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The thing with filters is, they destroy the whole colorscheme of the game. While yes, you can see auras and scratch marks better, and depending on the map, even survivors, the whole game feels like a more bizzare dream world than freddys.
You shift every instance of red into some other color space, and thus the whole picture gets distorted. The devs could just switch colors for gen and hook auras.
I understand that visibility or impacted visibility is a big part of the gameplay, because without it, steath play would not be possible, so its hard to find a solution for blood and scratch marks
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The ones i keep i feel bring more depth to the game, since they all play different, and you have to play different against them.
The ones i cut i cut because a big part of their gameplay are already covered, like ghostface and pig are already covered my michel.
Huntress and Gunslinger are similar, as are freddy and demogorgon. Hillbilly has similarities to oni and letherface.
The other one like doctor, hag, trapper and spirit i would keep for their unique gameplay.
For that reason i would maybe keep nurse, but since next to noone plays her anymore it seems like a waste.
The plague and legion have a more unique gameplay than clown, but i dont like plague.
I play both sides, but surivor a lot more.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1561083#Comment_1561083
Here we go again - SWF was planned from the beginning. But the Devs only had time to put either KYF or SWF into the game on Release so they went for SWF. They said it during one of the early Livestreams.
It is simply wrong to think that Developers would plan a Multiplayer Onlinegame without the intention in mind to have friends play together.
Also, the feature was added shortly after the release, you dont create something like that in a few weeks from scratch.
But hey, try to de-justify SWF by repeating this over and over again that the Devs were not planning to include it, as wrong as it can be.
Then why don´t they balance the game properly? IF it was always inteded, they must have had plans for balancing with and without communication.
Also, why did they make killer perks that become useless if you have a swf group?
Can you explain, plz?
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please only talk about yourself. For me, running round in circles is not "the only fun part" of the game. I prefer the hide-and-seek part. There is more than one way to play the game, even if you dont like the other ways.
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Mainly because survivor say the same about killer. You yourself brought up insta hatched, which are just in the game as flashlights are. The number of threads about noed are also neverending.
SWF is another problem, because it completly unbalances a game build around a lack of information.
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i have no indication that mmr is on again.
But the thing is, the things you are discribing are the reason the mmr was needed in the first place.
My guess is that some people didn´t experience it as much due to location/demographic reasons where they played. But that has changed with crossplay, so a lot of players which didnt have problems with the bad matchmaking before have it now. Just like for some people, mmr worked like a charm.
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the best games i played were very close, and were about 15-20 minutes. I dont like games under 10 minutes, because most of the time the games are so short because one side if dominant by far.
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People dc because they dont like the killer, or the map, or the killers playstyle, or because they are losing.
How would you propose to fix this?
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/184460/can-killers-have-the-option-to-forfeit
DC'ing is a sin against humanity, but please let killers do it because they're special.
I can only say that most complains i read about the dc penalty was from survivors that can´t just dc if the killer does something they dislike, or if its the wrong map/killer, or to give hatch. I saw really few killers complaining about it.
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@[Deleted User] said:
Killer still felt the need to Mori you after 3 DC's. What a douche.
Can you explain to me why? I for one have no idea if the dc´ed at the start of the game, on the first down, or just on the deathhook. IF they all dc´ed on the death hook, wouldn´t it be fair to kill the last one?
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@Eleghost said:
Where are you seeing him complained about? I have seen so many spirit complaints or mori complaints. This is the first time i've heard a bubba complaint.
It might actually be true that he is the most complained about killer. It used to be with camping and/or insidious. Nearly every camping thread brought up bubba, because the argument has to be its overpowered because you can´t counter it.
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Because the game resolves about a lack of information. One survivor found a hex perk, but is now chased by the killer while the other have no clue where the hex perk is. You are never sure if the killer is coming or sneaking up to you at the very moment. Which way did he go after he hooked someone? are you running staight at him or is he going the other way?
All this makes a lot of the flavor of and the tension in the game. SWF is the prime example why communication breaks the entire concept of the game, because it provides the information you are otherwise lacking.
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well, that is 16 seconds, but that 16 seconds are not spend by me, but another survivor. I still dont understand how that is better. Because its 32 Seconds in any case, if healed by others its just shared by the two players not doing anything else.
I already gave a concrete example with numbers. plz use that and show me how one is better, or show me where my math is wrong.
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@MrBuffalo said:
I see a lot of post about all these "Toxic" SWF groups and how they "ruin" the game for the killer. if you're a killer main and you lose maybe just take a second to think "Where did I mess up" not every potential you go up against are here to bully or tryhard some are just trying to relax and have fun. Maybe try learn from the games that you lost.
Not every killer uses mori to tunnel and mori of the first hook. Does that mean moris are ok? I mean, if a survivor got moried, he could take a second and think "Where did i mess up", and try to learn from the game he lost.
Or maybe the numbers who do it anyway might be higher than a lot of people admit, and changes are needed.
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The funny thing is, that a lot of players want that only the good killers can perform good. And if they do, they want that killers nerfed. Strange, how killers have to get good, while survivors may stay potatoes.
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@Spookybat8930 said:
https://forum.deadbydaylight.com/en/discussion/comment/1542804#Comment_1542804
Low graphics settings is different to tv settings though, it changes the whole games visuals. And not everyone can afford pcs, and if they have money they would want a good pc able to run higher than low graphics. I don’t understand why all these pc players are so hurt about a balance suggestion.....
Because for some pc players, for example me, filters are the only way to play the game as killer at all. Why? Because the devs are not intrested in adding a colorblind mode, where you can shift aura colors. Thats why i have to use filters. there are several maps, if i play killer, where i cant see the auras of gens, and have to search for them. Is that balanced to you?
But it is the reason i got a pc, so i can adapt settings and filters. So, you make balancing better for one group, and worse for another. Maybe its just depends which group you are on.
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I doubt there would be any compensation. I played several games that went f2p, and i never got anything for having it bought before.
