twistedmonkey
twistedmonkey
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What you are highlighting is how a lot played even before the recent changes.
While some yes did use certain perks or addons on specific killers to not tunnel or camp many did and this just made certain things even stronger for them.
The other thing is the matchmaking. The issue is ranking has always been easy for both sides and it was made that way to help with queue times. While it should also pit players against those who present a challenge it doesn't work out well at all. Maybe being red ranks has always been so easy that we can all feel entitled to still playing there even if we shouldn't be.
Then we have the emblems which force players to do certain things which again means punishing certain strats wasn't as viable to pip. This started the "rank" doesn't matter phrase being thrown around. While it may not to some some do care about it.
It's clear the devs have tried to promote more fair play before making any changes but that was always going to be dependant on the players. Some will always take advantage of what they can do.
The only real way forward then for any major chnages such as an extra objective is to highly punish camping, slugging and tunelling making them non viable so that the game itself can be slowed down. Without that slowing it down will just make those strats even stronger. It's a bit of a catch 22 as if they do punish them then some will not be happy and shout bias only seeing it affecting how they want to play.
I feel sorry for those that do think they need to play in a way which they find not fun themselves. Overall its a hard one to balance as a win condition has always been up to what the players deem it to be.
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When DBD first came out the players used waving your arms on a hook to indicate camping.
Over time newer players who didn't know decided to spread the word that it meant save me.
It's lost almost all meaning now and some even tried to over complicate it by using slow movement to mean come get me and fast to say camping.
Now I always use it to indicate they are camping but if they all still run in I stop. Dont take it as meaning what you wish it too now and adapt to what the others do as it can show what they may think it means and then change it accordingly. It works a lot of the time but some will rush in regardless.
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It depends on the rarity. Yellow ones should be first then green and onto purple.
Each of the stages has a chance to appear but that chance is less than the others.
Also as above when you have so many perks and want some specifics then the others seem useless and a waste of time for you. Really though that's just due to rng.
I've had BBQ tier 3 by LVL 20 on a couple of killers while on others I haven't seen tier 1 spawn till well over level 50+
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1164804#Comment_1164804
Yes dude you're so amazing you don't need DS, thanks, point duly noted.
Now if we can get back to the actual point I was making...
Whether you need DS or not is irrelevant, the point was because 1-2 survivors on your team run it, the killer expects it on everyone. As soon as a killer sees an obsession they assume there is at least one DS in the game, likely more than one, and thus will play around it.
DS is such a powerful perk even those that don't use it benefit from its residual effect that every killer assumes you're running it, even when you're not.
While good players yes the majority no that doesnt apply too and why it still activates more times than not.
Its also why NOED still activates too many times when it can easily be negated.
You jus5 have to take the complaints which are never about thinking they have it but when its actually used.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1164605#Comment_1164605
The reason you don't need it is as you said, there's normally 1 to 2 people using it in your lobby.
Killers are conditioned that if we see one obsession and we didn't run an obsession perk, the assumption is that all survivors have DS, so many survivors are realizing they can run something else and killers will still respect the phantom DS because we can't be sure, it's not like there's a neon sign above the survivor that says "will stab if grabbed within 60 seconds of hook".
@OP
Your experience may vary, but as a killer main I see these perks regularly. I'd say the top 4 I see most often that directly impact games would be dead hard, DS (at least one person which means I'm respecting it on everyone), adrenaline, and unbreakable (at least one in every SWF will carry it to counter 4-man slug).
Thats an assumption as like I said I've never used it. Not once ever. I fact I haven't even unlocked Laurie's perks as I find them all a bit useless and unfun to use. I also said that I'm rarely slugged so......
I don't need it as I play smart. Being aware of surrounding and planning escape routes using sight and sound to my advantage and actually trying to lose a killer.
It's not always about what the killer thinks you have but how well you can play to avoid being caught in the first place and most don't expect you to try and lose them and just follow a loop trail.
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Never used DS as I've never needed it but I generally see at least 1 but normally 2 in my lobby.
I did use unbreakable for a bit but I only seemed to get slugged if I'm not running it funnily enough.
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You were in the pick up animation so its always possible to flash someone in that stage.
It is harder than it used to be and takes at least some correct timing on the survivors part now.
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Seems like they 3 stacked on a gen which the items and or perks only make up the loss in gen time of them splitting up.
27x3 =81s so its still slightly less efficient than each being on their own one.
3 stacking on a gen while it seems fast its really statistically no different than normal as they still need to take the time to run between gens but the downside is they can be scattered more easily.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1161508#Comment_1161508
The point i'm making is that the rate at high level play (including 4ks and 0ks) is not 2k/2e
The problem is there is no way to actually gage that.
Right now if we take just kills into consideration statistically it over the 2k and more around 2.8k per match.
Why this is like that we don't know, survivors killing themselves, playing around, killers doing well etc etc and its why they don't just use that as the overall way to balance and its more of a general guideline.
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Streamers can get burned out fast in some games. Some of those that have left have upwards of 5k hours and some over 10k. I'm not surprised they try new things.
The main issue with streamers of course isn't just about the game but how they built their audience. Some find if they change games then they lose viewers which in turn means less money. I see more trying new games to become more variety streamers as its really is the way to go.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1161416#Comment_1161416
The devs have literally stated that they strive for a 2k/2e average. its literally here on the forums. Unless you are calling them liars. And even if they are malicious like you think they are, it is a terrible idea to let their "cash cow" be extremely unbalanced, otherwise it won't last much longer and then it wouldn't be a very good cash cow.
This is taking out of context.
The average if 2k/2e is over all matches played. This account for all matches including 4k's and 0k's to get there. It doesn't mean that each game played has to finish with a 2k/2e.
The issue is more about who you verse when it comes to that and how quick players can rank up on either side.
Take chess per your example you wouldn't see a grand master verse a new player who is still learning but in DBD this happens.
There is also the attitude of players due to that scenario. Some feel when they hit a set rank rhey should be able to compete more but unfortunately that's not the case as they may have 100h and verse someone with 5k+hours.
This isn't as easy to balance as a 1v1 game since the player base isn't large enough and no one wants to constantly verse the same players over and over. It would mean slowing down the feeling of you progressing which agamers don't like as much since they want to feel like they have a goal to work towards. Then there is queue times which could stay increased at set ranks. I see all these as issues which compound the problem.
The other issue is it being competative. It's really not as it has so many factors which work against this with items, offering and a perk system which goes against this. The game was designed more with fun in mind than being truly competative. It depends how you view it though. If anything making it too streamlined for competative play may make more leave the game as this means more are less likely to play around and the ovee powered gaje changers which change up the play need to disappear. These complaints aren't new to the game and have been mentioned now and again since the game came out but it hasn't hurt it in any way in terms of player count.
Maybe the game is where the devs want it to be for the most part and its the players who need to see it for what it is and enjoy the journey from start to finish rather than just seeing where they end up.
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Some if these are to encourage the survivors to do something which should in turn naturally slow the game down.
By showing thana for example it means they may want to heal which takes them off a gen. The effects of thana are not exactly worth healing for but anything which shows a slow down of progression can trick the mind of some so they want the effect gone.
I see it the same as I do filling up a car with fuel. Some will drive 15 miles to save 2 cents on a gallon when they actually spend more fuel on the journey itself than they save.
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All challenges are an optional extra so if you feel they are a chore just ignore them.
I for one let them happen naturally and never go out my way to try and complete them. Sometimes i complete them in 1 game and sometimes it takes 10 or 20.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1157435#Comment_1157435
I have to disagree here. The longer the perk's duration is, the higher the chance that a generator will get highlighted if a survivor works on it. Which also means a higher chance of having all gens that are being worked on being highlighted to you. And that's always a good thing for map pressure. The more knowledge you have over where survivors are, the better. If playing killer really was all about finding a survivor, and then chasing them until you down them, I would agree. But that's not necessarily how you apply map pressure. Sometimes it's better to injure a survivor and then go for another survivor to try and pressure more survivors off of gens. That's where this perk could be good if the duration was 45 seconds.
I'm not saying the perk is bad, but it's also not really good, weaker than other perks that help apply map pressure.
It's maybe due to the slugging potential. The longer the time frame the more chances this has to happen as that scenario is dependant on the uptime.
Down the first one, see the gen auras, do the same to another and it has the potential to be still up so you go after a third. It's not guaranteed to happen but it did have that potential none the less.
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Not gonna lie I would have laughed so hard I'd probably end up chatting back and giving them a thumbs up for such a unique insult.
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Sabo isn't something that should work 100% of the time or even 75%. It takes a bit of coordination to pull off as it should.
What we shouldn't want is sabo being something that punishes a killer for doing well in chases. They should be rewarded with a hook in most of the situations and not being able to hook should happen in a small amount of games. If they can't hook they will just slug even more like it was back in 2016.
Sabo is something which should give survivors something else to think about doing for fun nothing more.
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The breakable wall in the shack needed moved. Where it was originally removed the use of the window and pallet.
The problem most have with the shack is how they choose to run it and end up losing time by allowing the survivors to get constant fast vaults. Where it is now cuts that option down.
The shack should be a dangerous place when the basement is present but if someone was hooked down there and the killer broke the PTB wall then they had no real way to gain distance if rescued if and when they came back.
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Its back to the old banning system for now as the dedicated servers had issues for many players. Servers are needed for the new system so its a catch 22 scenario for now.
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The problem was never a single toolbox but how 4 with the best add-ons could finish gens much quicker then they would like.
If a change such as this makes you hate the game so much is suggest taking a break for a while. Maybe if you come back then you will realise tool boxes were never needed and they are being changed to what they should be. An item which gains a survivor a little extra speed in gen time.
The playerbase isn't dropping. Everytime changes come about some post the exact same statement. Wishing for something and it being true are quite different.
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IW is far from OP. It's just a perk which allows another playstyle ie stealth. Even then you still have blood and scratch marks so its only really effective when they stop running which means you know they are still in the area.
It seems you may have trouble telling when someone is running IW and they can lose you very easily. Don't rely solely on sound and use a mixture of visual as well if it's becoming problematic.
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I haven't seen any idea which has been made 100% but they do take on board ideas for new killers.
The community for a long time asked about a killer who could vault windows and pallets - Legion.
Also a ranged killer - Huntress and now Death Slinger.
Then we have one of the most asked for killers which was said to never happen - The Clown.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1149974#Comment_1149974
I talked about escaping not about pipping and yes, the killer deserves a chance for a 4k too, thats why both get another go at their objective after the hatch is closed.
This I agree with 100%.
No one has deserved anything until the game is over. A kill or escape is never earned until they happen.
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If you are on pc you can so some steps to repair eac itself and even remove it so when you relaunch the game it should reinstall. I would try the below first to repair it rather than download the DLC or the game.
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For the next week or so the killer queue times will change due to everyone wanting to play Deathslinger. This is normal as the killer is always the most unique part of any DLC. It will stabilise as always.
The changes go survivors of late have been warranted the same as killers a s what the devs are trying to do it get some common ground on things that slow down the game and speed it up too much.
Some killers have always camped and tunnelled and why DS was changes and survivors have the likes of BT and unbreakable.
When changes happen what has always happened is it takes time for the playerbase to adapt. This is why I never ran certain things.
I never take in items unless it's for a challenge, I very rarely run exhaustion perks and I have never used DS. Much like i never ran Ruin, used omega blink etc. The point is relying on things which can and will change for the sake of is what seems to upset players more than anything else.
We should have a baseline skill level without relying on anything. Perks, items and offering should be there to change up play and aid a little in the game without having to rely on them as that artificially makes you feel like you are doing better. If you remove the things you uae and need that only shows it was what you are using that was making you feel like you were doing well.
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Interesting stats and ones which could be useful to the devs.
Did you happen to see the ranks of the killers you versed in red ranks? It would be interesting to see the disparity of say a rank 12 result verses a rank 5 and downwards.
Also what region and platform? these would also be cool to see and separated by the devs as I think it would be cool to see if some regions really do have lower or higher kill rates.
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I don't really have a specific favourite but ones I find the most fun to verse are some of the originals and stealth killers.
Billy - Keeps me alert and thinking as a good player can come from nowhere and they have good map presence. It always feels like you are playing an engaging match.
Myers - The one which jump scares me the most. Seeing that white face stalking me always makes me feel uneasy. Guess I just love Myers in general.
Trapper - always aware of long grass and the feeling of jumping over a window into the unknown. I love randomly placed traps that catch you and make you think who would put one there lol.
I love most stealth killers as they make me look around constantly. I really like how they change up the game and remove just sitting on a gen waiting to hear the heartbeat.
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Mindgames with gens as cancelling the break allows you to instead chase that survivor who may be hiding to jump back on it or go after another you see. It just gives you choices.
Pallets are different as a lot can lengthen a loop and allow more time to be wasted from it. If the same could be done for pallets in most cases it would be detrimental as you are just leaving the loop intact so they jusy get more uses out of it and most competent survivors will stay on the other side out of hit range to waste your time. So at Unsafe loops which are mindgamable this would give them more time to leave the loop area and at safe loops its not worth it.
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It's more of a mentality issue than a game issue imo.
Most players who reach a set point tend to go out soley to win at all costs so will naturally use what helps grant them that.
Many out there use mid to low tier killers and can do just as well but for some they need the power of these upper tiers to stay where they are.
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We all have bad games or feel like some are hopeless but instead of dcing just try your best. You can't win them all and leaving isn't an option as it skews the system. Just let it play out.
Like in any game the best way to increase your own skill level is to verse those that give you a challenge, this helps us learn and gradually do better each match.
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It is a win as you had a game where you felt like you did well its just not a way to rank up where it really should as in theory you should be pushed away from these players to be matched with those who present more of a challenge.
The emblem system does kind of make sense with the lore as the entity feeds off hope. This game the entity would not have been fed as much and as such would be displeased with you not giving them what they desire the most.
That itself is an issue with the system and how it is used to match make and one of the reasons a new way to do this has been needed for a long time. If you felt like you won don't let the end game screen tell you any different as a win is not just what the game tells you but how you felt you played.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1144411#Comment_1144411
Not trying to be a dick but we don't give a ######### about the stats. The community is more interested in why the devs added 2 cooldowns on top of a cooldown that she had full control over
You do know my reply was to those who were mentioning the stats. It's fine if you don't care about them but giving information so they are more inline with what they represent.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1144465#Comment_1144465
That post also started with "The number of people that play swf with coms is really high. Can they balance the game other than tellign us to git good?" and if you read the post, it was clearly about balance.
And you're right about the reason they removed that video. They wanted to get people to stop using it as evidence to the argument that devs knew ahead of time that voice communication would be devestating to the balance of the game. Because that video made it undeniably true. That's cowardice.
Yes it did and why I commented on that part first in my post first along with the discussion replies afterwards 😉.
Again I wouldn't call that cowardice. Of course the game was meant to be played without comms they never deny that info as I said would be taken out of context.
Multiplayer games always evolve and how they start oit isn't always how they end up. To have something which people would use out of context to try and prove a point which doesn't reflect how the game is now doesn't add to the current discussion it just makes it irrelevant. Its a game afterall. As an example some still say SWF was only added due to survivors asking for it which we know isn't the case.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1144428#Comment_1144428
The quote you posted the first reply to was about balance, not cheating. If anybody jumped off topic, it would be you.
While changing your mind isn't cowardly, deleting evidence that you knowingly introduced a problem in order to avoid responsibility is. I have no problem with them changing their minds. I actually enjoy having the Clown, Plague, and Demogorgon of which none would be here since originally they didn't want clowns, religious killers, or non human killers. My problem is they knew ahead of time that voice communication would be problematic for game balance, then added what was garunteed to bring voice communication into the game, and then did nothing to balance it over the course of 3 years.
Actually it wasnt as my first post to that person had at the bottom of their post
"Cheats play this game. Never forget that. swf using coms."
My replies were in direct response to this so completely on topic as to what they said.
As I also said I don't see it as cowardly removing anything as its about context. Of course the games original vision was to play without comms but it is also a multiplayer game. Swf was always intended to be added to the game as with a game such as this it would be commercial suicide not to allow this. The fact they removed the video is probably just to stop people using it as an argument in this way as you are doing now. Things change and that makes it an argument which is no longer valid for the current vision of the game.
Originally the games vision was about a hide a seek concept after all.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1143287#Comment_1143287
https://forum.deadbydaylight.com/en/discussion/comment/1143393#Comment_1143393
Oh, I guess neither of you are old enough players to know about that stream. A timestamp would be irrelevant cause the devs got tired of people using their own words against them and deleted the stream to get rid of the evidence. It seems like nobody was prepared for them to make such a cowardly move because there doesn't seem to be any recordings of that stream anywhere. But ask around and the older players can tell you that the devs admitted they didn't want to add voice communication into the game because it would be a nightmare to balance around it.
I started late September 2016 so missed the earlier streams.
I think that one itself is all about context though. Not adding it to the game itself is different from them accepting SWF would use third party comm tools.
I don't see this a cowardly but as I said acceptance of what happens in multiplayer games when friends play together which tbh isn't something anyone can do much about as they can't legally scan for tools which don't interfere with the game files themselves in some countries.
What we do know is the stance from the devs is that it is allowed and not cheating which was what my original post you quoted stated.
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Short answer is no.
Long answer is no 😛 imo he is well balanced as he can be outplayed by good players. He has good map pressure on most maps (indoor ones can be a pain) but can still be looped for a long time.
Billy has always been extremely fun to verse for myself as he keeps you on your toes.
The only thing he does is show standard 4.6m m1 killers to be weaker at the start as he doesn't have the 20-30s walk time to gens like they do. This causes balance issues for the lower tiers as changes to the maps and objectives will just strengthen him but I would say they need to bring the others more up to his pressure as his baseline shows what is needed and not touch how he is.
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@Cheeki_Beaky_Bird said:
https://forum.deadbydaylight.com/en/discussion/comment/1141373#Comment_1141373
The statistics they put out say otherwise.
Not really as she was always low on the pick rate as the stats are for all platforms and she was always played most on pc only.
She is in 13th place overall and 11th place at red ranks for all platforms which doesn't tell us anything really. I would imagine her pick rate would have went down but how much who knows.
In terms of kill rates the stats were also skewed as they were released at a time when players were trying out the changes and getting used to them. Over all about a 45% kill rate which is actually higher than before (last one was 40%) but at red ranks in the recent stats that increased to around 65%.
We don't know the actual impact and some may see her just as much as before due to what region they play in.
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@Jholla31 said:
https://forum.deadbydaylight.com/en/discussion/comment/1144135#Comment_1144135
We know it's true because I can be a red rank killer and get a lobby in literally two seconds with a bunch of random ranks (probably just whoever has been waiting the longest), but when I queue as a red rank survivor I wait 10-15 minutes to get into a lobby with a bunch of random rank teammates (probably because we were the four waiting for the longest). That heavily suggests that there aren't enough killers to go around.
What they were saying is how do they know it's true regarding killers leaving? This is due to it already happening before any changes to killers. Now some may have left but that has always happened and hasn't affected queues like this.
What we do know is that long queues have been happening since dedicated server were released on pc and was made worse with the change to swf matchmaking shortly afterwards. Both had an impact on matchmaking. The server issue was made apparent as when the servers were turned on for console as some users complained the times instantly increased.
The swf change was of course the most impactful as each red rank swf which plays with a player outside of red ranks bring more players into that matchmaking zone. It only takes 40 red rank players doing this to increase queue times for 120 other survivors in those ranks. This seems to be the most logical explanation since at the same time low rank killers within ranks 20-15 queues increased the same way.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1143951#Comment_1143951
Even if it isn’t actually auto aim, it still doesn’t explain why the very instant I go to strike a survivor about to vault a window in autohaven, the game does a micro freeze, and suddenly I’ve been violently spun 180, and I’m now striking a pile of tires behind me for some frustrating reason.
From what Peanits said that is a bug and should not be happening.
I also think the aim dressing and cone need work especially due to the servers.
I imagine the cone itself when two survivors are within it must have a little auto aim as it has to chose which one too hit. It seems to go for the one closest to you when you first start the hit. This could also be buggy and why some seem to go through another and hit the further away one like after an unhook in your face. That is probably down to the servers due to the info delay from where they were registered when you started the hit compared to where it shows on your screen.
The other thing with misses and hitting objects again could be server info delay/lag so when you go to hit a survivor while it looks ok on your screen its possible its not the same on theirs. The killer hitting should take priority in that scenario so that could be where its seen as a bug.
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NOED is a risk v reward perk as most totems someone will walk past. If it activates and you walked past one then you do only have yourself to blame.
If the killer isn't playing that well or versing those better then the survivors should have lots of time to do the totems and still escape easily.
The perk is in the survivors hands wether or not it can activate. I wouldn't say it rewards bad killers but instead rewards a killer for a lack of survivors forward planning.
It comes down to having the same mindset as a few other perks. If everyone went in always expecting it then its rare it will activate.
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You will see him a lot to start with.
I think the new survivor will be more popular than the killer.
With him being an fps shooting killer with iron sight it will draw a certain crowd.
They look good and imo have great potential but they don't have the initial map pressure of others.
I think those who wish to play around will enjoy him for a while and probably build them into a rotation but those that want to win at all costs will probably go back to their mains.
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Dedicated servers issues.
Hits happen when they shouldn't and misses happen when they should have hit.
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@Oshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1143245#Comment_1143245
Steam friend list. One minute is enough for check. Usually one of SWF members have everyone in friend list.
As I said it can and will happen but if you took a large number of games I would say it would be far from the norm and most would be surprised at the results.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1143178#Comment_1143178
However, using coms with friends is game breaking as stated by the devs themselves in dev stream #6.
If you provide a link and time stamp I will certainly view it but of late they have posted here and stated that it is not cheating as it accepted that its part of any game where people play with friends.
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Prestiging a character doesn't give much apart from bloody clothes and a negligible increase in bloodweb rarity for a specific reason.
They have stated that they don't want it to be something a player feels is needed and want it to be left completely optional. It is there for those that have the time to grind it out.
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@Oshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1143118#Comment_1143118
Dodge three times in a row different four people SWF.
What indication did you have for them to be in a 4 man swf?
I'm not saying it can't happen but its certainly not the norm from what we can see.
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@fleshbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1143212#Comment_1143212
I stopped at 6 as it was gettign silly with the amount of 8th chance perks. I play plenty of killer. Dont even go there. I am a beter killer than surv so i prefer killer since i dont have to rely on others who dont do gens for the first minute, dont save, dont do totems and want killer attention. When they get it they are on the hook. My surv ranking is largely down to others as i do fine on my own.
The point is that even a 2 person swf using coms throws the balance to hell. This has nothing to do with my skill but all to do with people using coms to tell each other what is going on in the game.
That's a common misconception.
Being able to best coordinated swf's does in fact show a lot of skill which does happen frequently.
2 man swf's have never been considered an issue with any decent killer player as they know the info they have is very limited.
I'd say for the most part you are facing players who are simply better than the skill level you are at. In theory you should stabilise at a rank which meets your skill level and you should end up winning around 50% of games to maintain that rank.
There is a large issue on both sides with what one beleive they should be capable of rather than what they are.
Playing killer over survivor doesn't mean you will win more games as you are a "Power role" as some are just better or have far more time played and knowledge of the game. Tou can get to rank 1 easily on both sidesbut it will mean for both sides a 50-100h player will verse those with upwards of 3k hours. You wouldn't expect to immediately be better than those of higher skill in other games so why is this one different?
Playing killer then just means you will be under more constant pressure due to that role having no down time unlike playing survivor.
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@fleshbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1143178#Comment_1143178
If you do nto think that wo person swf is a problem when using coms you dont play killer enough
Or its the case that you don't and you are just versing better players due to how the matchmaking is atm. I just saw your post regarding reaching rank 9 which tends to say that is the case.
A 2 man swf isn't an issue as the other 2 don't have the same info at all times.
I don't have an issue with swf in general as I use their need to always save against them. Swf isn't always an issue as its not just about comms but how well coordinated they are. For every highly coordinated swf group there are many more which are worse than a good group of solo's.
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This is a question many of us have asked.
Some killers and insidious could still negate its use even before undetectable was a thing.
It is why there have been posts for a long time asking for it to be distance based rather than on terror radius.
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@Quol said:
I'll be for it only if it's a proximity chat and only if the killer can hear the survivors talk as well
@ZFennecFox said:
If people really want comms, I think we should go about the Splinter Cell way.
Survivors can talk but the Killer can hear you talking. The closer you are to the Killer the louder your communication is to the Killer.
That wouldn't work as its a buff to SWF. They can just use the likes of discord and not the in game system so the killer couldn't hear them.
They could of course always enable voice chat if a mic is detected but that's not a good idea or the best practice.
SWF then can just use another source such as a phone, tablet, another PC, soundcard, console to party chat again still working around the system.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1143127#Comment_1143127
It’s probably higher now ..those numbers are from along time ago and a lot more people are playing now
There is no indication that it would be higher as these stats were released after almost a year of people complaining that a 4 man swf was in every game. In reality this has been the case since the game added SWF.
It's a perception of what one wishes to believe over what is the case.
The amount of times I've been accused of playing in an SWF as we all knew how to play and coordinated well when I only play solo is astounding.
@fleshbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1143127#Comment_1143127
The number of people that play swf with coms is really high. Can they balance the game other than tellign us to git good? No. They wont touch it so killers get abused and it is dev sanctioned. They actually promote toxic play with their perks, maps, tiles and the actual team picked. You have to have pretty thick skin as killer to play this as it is a really frustrating experience. So bad is it that i can only take this game in small doses and have to take long breaks cos of the bullshit we have to put up with.
Cheats play this game. Never forget that. swf using coms.
Technically its not that bad as a 2 man swf only has one other person knowing at all times but only if the other has eyes on the killer. A 2 man SWF has never been considered as an issue, that starts with a 3 man and upwards.
Using comms while playing with friends is not cheating as stated by the devs themselves.
