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twistedmonkey

twistedmonkey

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twistedmonkey
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  • They used to do weekly streams but decided it wasn't needed as not enough new info was coming out.

    The issue with what you ask is that it used to be the case. They would discuss what they were working on, possible changes and everything they thought. It never ended well as this community would belittle them and take every little thing as gospel. It was actually worse.

    Sometimes less is more with this community.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/995371#Comment_995371

    Speaking from my own experience, I see DS on usually at least 2 survivors, but 3 survivors is not too infrequent and neither is all 4.

    Don't forget that while old DS was annoying to counter, it did have actual counterplay. Juggling worked, non-obsessions had to wiggle, the skill check was very tiny and killers could swing the weapon to make survivors whiff their timing, unnerving presence made the skill check even more difficult to hit, and y'know, Enduring actually worked to soft counter the perk. You also were not required to slug to avoid the perk, which most killers don't actually like slugging.

    None of that applies anymore. All 4 survivors can run DS at full power regardless of if they're the obsession or not, and that's incredibly scary in a game where generators can be done in 4~5 minutes and each survivor has up to a collective of 2 minutes each where they are invulnerable from being picked up or it's countered with them being able to immediately stun you and get off of your shoulder regardless of if you were intentionally trying to tunnel them or not.

    There was super old OG DS of course, but y'know, that was so powerful that nobody could find a game as survivor because killers literally stopped playing because of it.

    That's the thing juggling only worked via solo queuers as any competent SWF would be able to easily counter it so the killer wouldn't get the hook and be forced to chase the other player. It only truly worked when they were doing it to the last one alive.

    While those perks helped they were all just a soft counter which didn't do much and why It was always complained about almost every day on the forums.

    That's what I mean by the change. Before from my experience it was very uncommon to not see 3 or 4. The meta is shifting to perks which help more it gens or slugging than from being picked as the change has made killers think about picking up anyone if they see an obsession.

    I think the reason for this is how often DS does get activated now. I personally see it activate a lot less in games even if it's there and so it becomes a dead perk not worth running such a the mindset is I won't be picked up after a hook anyway.

    If you look at the perks used in the past to now some are obviously still used but there are a lot more in rotation than there has ever been.

  • @NoShinyPony said:

    @twistedmonkey Nerfs to survivor meta perks? "It happen to them all and frequently." Same meta since 2017. "The time frame doesn't matter."

    Also claiming that today's DS is weaker than the old DS and solo players are using DS a lot less... look around, DS is everywhere.

    I don't feel like it makes sense to continue with this discussion. No hard feelings, see you around!

    They have changed multiple times over the years not just once. The time frame doesn't matter as they are now more balanced. That's the thing with meta perks its not about them being used but also about the impact on the game itself.

    Of course DS is weaker. Originally it could be used by anyone on pickup and never had the timer. I have to question if you actually knew how the original DS was upon its release. The only way to try and counter to the changed DS previous to this was juggling the survivor which meant time wasted along with more chances for body blocks or flashlight saves.

    This new one is a far cry from the old ones but that's not to say it isn't still strong and is in a good place with how it is.

    Yes I see DS in a lot of games but not everyone like people claim it to be. I see it maybe on one survivor in most matches and see players running unbreakable more nowadays. The simple fact of having one obsession makes killer slug more to counter it.

    Unbreakable was never meta but now it seems to be becoming it.

    Spine chill and Resilience were also hardly seen but are seeing a surge in usage.

  • @NoShinyPony said:

    @twistedmonkey

    The introduction of exhaustion was absolutely necessary for any attempt at balance. When was that, btw? 2017?

    MoM was an incredibly unbalanced perk and everybody knew it needed to get nerfed before the perk even went live. Some people say this perk was only created to sell Ash. Not a good example here.

    DS has never been nerfed, only changed.

    Which leaves us with SC which got nerfed a long time ago and which is not relevant for high rank gameplay.

    I've been seeing the same survivor loadout of BT + DS + exhaustion perk of your choice + whatever since 2017/2018. So following the logic of the Ruin nerf, it would be time to nerf a lot of other perks as well to shake up the meta. 🤷‍♀️

    Of course it was and why it was done. The time frame doesn't matter as its all relevant. Exhaustion perks had a few changes to try and get it right.

    Release was 20s cooldown which was changed to 30s. They added exhaustion as the perks could stack and the timer decreased while running. It was then changed it so that no longer happened and only when walking.

    That's the point we know the impact these had on gameplay along with the others. The thing is the devs look at balancing the game and while many complained about these changes they did make the game better and make survivors adapt.

    People still use these perks of course but with the likes of head-on more are using Q&Q. It's not a true exhaustion like the others as it doesn't help in a chase but more of a meme perk.

    DS has always been used by some but i am seeing it a lot less on solo players but it has of course it has been nerfed that is an undeniable fact. A nerf is a change but It's a far cry from being what it originally was usable for everyone anytime they wish with no outplay for the killer.

    Every perk I mentioned that has been part of the meta has went through changes from what the original release of them making them weaker. Can you say the same about Ruin until now?

    You can't change the mindset of players but you can make it so the other side has a better way counter to something which is overused.

  • @NoShinyPony said:

    @FireHazard Ruin gets nerfed. DS didn't get nerfed, it got changed. That's a big difference.

    So back to my question: Ruin gets nerfed because everybody is running it - should the same apply to the meta survivor perks?

    It happens to them all and frequently.

    Exhaustion was a huge change to all those perks. Remember old SB with a 20s cooldown.

    Self care

    MoM

    DS has been changed 4 or 5 times now.

    To name a few old and new.

    Think about what the survivor meta was and how it's changed over the years.

    Now I may not agree with the way they have changed Ruin but it does seem fitting if something is giving to much of an aid to either side then it needs looked at and adjusted.

    For example BT is becoming meta and for the wrong reasons. While its a perk needed at times I'd say it should be looked at next. Maybe it should not activate for 20s to allow the killer to actually leave and stop the farming for example. If it doesn't activate all game then it will no longer work within the egc.

  • @Eceelf said:

    https://forum.deadbydaylight.com/en/discussion/comment/993993#Comment_993993

    What I want to know is why you all keep acting like I have done this because I'm a advocate for freedom and I get it majority of you probably have ancestors that stole my people's land, raped, enslaved and butchered them but that's okay we supposed to live by your rules on our rightful land? It's not all black and white you can be a sheep all your life but in my culture we still have our freedom also to the other guy because I know you are here microanalysing every little thing I post yeah you really think anyone is gonna mess with a 6'4 peanut butter complexion stallion raised off the land? You seem to believe or want others to believe that I would outright insult people because I believe in freedom of speech

    You do know most civilisations have been subject to the same its just some have been more recent? I'd bet most people can place a time in history where their culture was subject to an invasion and were enslaved driven off the land.

    Roman Empire, British Empire, Ghengis Khan, Vikings to name a few.

    Freedom of speech is not about saying what you like anywhere you wish too. It's about sticking up for your rights and making changes in the place when it's needed.

    You can chose to do as wish but hurting someone for the sake of it because of what people did in the past shows a lack of character. I find it funny when you reference sheep as that's generally more inline with those who are bred to be hateful.

    I was brought up in a culture where there are some that hate people just becasue of what they believe in. They were brought up in this way and know nothing else going with the flock and taught never to think for themselves.

    Rules are everwhere which some forget and they are no differnet to the rules in someones personal space. You may think you are free but even you will have rules with what someone can and can't do within your space.

    There are rules everywhere its just some think they are free when really they are locked within a dark place in their own head.

    You can never be truly free until your mind is also.

  • Yes they will be and the severity will depend on the ban length. Use the in game report system as they can read the chat logs.

    @Eceelf said:

    https://forum.deadbydaylight.com/en/discussion/comment/993948#Comment_993948

    Again who's saying the 'n' word? My argument is none of you have the right to dictate what comes out of others mouths you can't stop people from waggling their tongues you aren't God I know a lot of you think you are but no you aren't omnipotent.

    This isn't about freedom of speech its a about a mutlticulural game and one where using certain terms may be highly offensive to certain people or races. There is a line and even though it's a mature game racial slurs, sexual orientation and hate messages etc are bannable offenses. The devs decide what is and isnt bannable and why they have set rules.

    It's not up for debate as it is their game and we have to accept the terms of they set to play.

    Internet trash talk is allowed and you can swear to your hearts content and call out people as the line is quite high up on what's bannable. Just be careful not to cross it or risk losing the game.

  • @KeepDCPenalties said:

    https://forum.deadbydaylight.com/en/discussion/comment/992405#Comment_992405

    you do realize that console hasn't even see the ruin nerf yet, right?

    Neither has pc as its only on the ptb for now and not everyone tries that out.

    The patch should go live for all platforms at the same time.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/993651#Comment_993651

    Its simple: It has no point other then to throw the internet tests into question.

    If the internal tests and what the public says is so different it should be pretty telling on how unrepresentative the internal tests are if there is a day and night difference between the two.

    Now please answer me this: Why would they want to prove that their internet tests are unrepresentative of what the public will respond too?

    Some players have hated every change that affects their side. Every single one to date have been met with posts from those who used something about how bad it will be and the game will die as no one will play the side it affects.

    By your way of viewing this should go on the forum feedback alone which means no change would have ever happened.

    No exhaustion

    No self care change

    No DS change

    No spirit change

    No nurse change

    No pallet change

    No flashlight change

    No buffs or nerfs to either side would have ever happened as the forums always blow up with reactionary feedback at the mere hint of anything changing.

    Sometimes a change is needed and they decide if they feel something is having an impact they do not like on the game. It also means other things can be looked at once they gather data on how the change has affected gameplay.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/993480#Comment_993480

    Ok then please explain the reason why the devs would feel the need to announce their internal feed back on ruin to the public?

    All they did was really say that the feedback on the change they got back from the internal testers was positive.

    Why wouldn't they say this about a change? They have done this with almost every change to something a lot use as they know there will be backlash coming.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/993293#Comment_993293

    Tell this to the mission ruin feedback section on the PTB survay or the fact you guys announced how well the ruin feedback was doing on the PTB before the PTB was even available which didn't you yourself post?

    This isn't meant to be insulting or inflammatory but all public evidence/actions points to the contrary and those speak louder then words on in this case keystrokes ever would.

    That has already been commented on by a dev. The feedback was in reference to the internal testing before the changes were announced and nothing to so with the ptb.

    As for adding it into the survey what good would it really do? What constructive feedback do you think they would get that isn't already on the forums?

    The ptb survey is designed to ask about the changes made that can be tested properly. This is why they asked about the Doctor and if the power felt good to use, how he plays or what its like to verse along with the rift regarding challenges to see what people think of them.

    Ruin on the other hand in theory has to work off of gathering data for the true impact to show which unfortunately can only be done in a live environment as it needs games to be played normally which doesn't happen often on the ptb.

  • BT was nerfed.

    Remember when both players would have the effect? It also doesnt work with quite a few killers who can easily negate its use.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/992691#Comment_992691

    they said delay is intended(it was 1.25s now it's going to be 1s), shock blast only affects survivors in your tr, 25% of progress is far worse then entire progress and it can be paused, tapping it is only about 2s longer

    Not really as if we take gen tapping it can add up to 70% of time over the default doing it right.

    Using this we could can say tapping should take around 20.4s. You would need to miss at least three to four skill checks to make it around the same as its 25% of progress done so far so it may only be 1s lost time if you miss the first one so tapping is not worth the it when you can get out without missing any in 12s.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/992669#Comment_992669

    3 second cooldown after using his ability, delay on shock therapy, his addons that have affliction at tier 2 and 3 are pretty much useless now, snap out of it puts you back in tier 1, missed skillchecks do not reset progress bar, stopping does not reset it, you can perform an entire action without getting a single skillcheck by tapping it, finding survivors in the beginning of the game is harder now

    The shock therapy delay is bugged it should be a 1s use which is nothing.

    The 3s second cooldown is being reduced as its too long and does feel like an m1 bug and clunky but to what we don't know yet.

    It resets to tier 1 as the blast can now put you up a tier. This is probably to help with the 3 gen scenario Doc was always best at as the blast is more powerful when used than the field.

    Snapping out change makes sense as missing one skill check and having to restart for one meant you could go down due to not being able to mend in tier 3 unless you found another survivor out of madness. Tapping will take a bit longer than doing the skill checks so not worth it.

  • @Ogprettypepsi said:

    There's a challenge in the archives to kill a survivor during the endgame collapse, can someone explain in detail what you have to do?

    After the gens are repaired or the hatch is closed it causes the game to go into the end game collapse stage. This is where you have 2 mins to exit the game match with the orange bar at the top going down and the ground start to glow with red lines (time slows down up to 4m and rhe bar turns grey if someone is hooked or in the dying state on the ground)

    You have to make a safe rescue of one survivor from a hook within this stage.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/991694#Comment_991694

    And I feel like people would have no reason to quit now. Sure, if we see a player dip after the Ruin changes that's reasonable. But if anything I see people playing more now before Ruin gets actually changed.

    Killer has always been hard. No reason to quit now over anytime before, when MoM was a thing for example. I would be way more tempted to quit back then with that busted perk than now.

    On top of what you are saying which i agree with the matchmaking has created an swf issue with more being matched into red ranks we also need to look at when this first started.

    It was not long after the challenges came into place that the queue times got longer ao that could maybe also account for an imbalance. Now it's quite safe to assume the true mains don't play much of the other side so anyone switching over becomes low rank.

    This makes low ranked killer queues longer and low ranked survivor quicker in theory.

    Looking at it if 100 killers moved over it affects 100 high rank matches.

    If 100 survivors move over it only affects 25 high rank matches.

    Just another thought as the last time the devs specifically stated it was a lack of survivors and adjusted the pip system while this time they said it was initially due to the matchmaking.

    That's not to say there isn't a shortage as it can create one but as you say logically there are other factors to make it that way other than a few forum people saying they will stop playing a role.

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/991299#Comment_991299

    Other games actually have anti-cheat which works better, not sure why BHVR won't do that?

    No anti cheat is 100% accurate as new ones come out constantly to bypass them and it needs updated. Its why every online game has cheats.

    To be fair I havent seen any cheats in over a year in this game. Some regions may be worse though.

  • Yes they will be but it needs to be 100% proof when reporting.

    For Steam you need to record as you did. Report them with the in game system and then open up the players profile within the same video and show the profile along with the steamID and upload it to a website.

    Send all the info using the dbd support web page and fill out the form with all info it asks for.

    The devs can game ban someone and also send the info to easy anti cheat to be looked into.

    The issue with Steam is being able to use any name or change names constantly and why the steam id is needed as that can't change.

    It won't stop them buying a new copy but once easy anti cheat catches up it means more chances to catch them for a future hardware ban.

  • The chances of a totem being close enough to three gens which are protectable along with the totem is pretty slim especially with the new spawns.

    Possible yes highly likely no.

    The Doc can only shock blast once every 60s so will have to chase to get madness up as it goes down again. Not to mention once in tier 3 it goes back to tier 1 now meaning for the most part shocks or two blasts to stop you actually doing those gens that is assuming all are within the blast area.

    Hag you can run in and set off the traps or just crouch over them and set them off when she comes.. She then has to reset them regardless giving time on the other gens. She is also only 110% so gens must be extremely close to make it work.

    A 3 gen isn't as easy as you think this way unless it's low rank play with players who are afraid. Any competent survivors will punish this heavily.

    The reason doc was always good at 3 gen was his passive paired with certain perk combos and add-ons.

    The most worry part for new Ruin imo isn't about this happening but the fact its better to finish the gen than save. It promotes not leaving a gen till its finished.

  • The game isn't over till its over every second playing is meant to be about hunting or escaping.

    The hatch is there not just to stop games from being prolonged but also a way help players. You could do nothing wrong and the rest could throw themselves at the hook. Run in your direction so tou cant complete a gen and do nothing while you get chased and lose the killer multiple times.

    It's a way to keep the match engaging until the very last second much like the gates system after all the gens are done.

    Imagine the same scenario if the survivors did complete all gens. Should the gates auto open or should it just end the match with escape point being granted?

  • This is why the community asked for dedicated servers in the first place as it was worse when a killer or survivor in the match had bad internet. (Only Xbox is on p2p now)

    While the servers are not perfect on live atm and cause a lot more hits to happen which feel like they shouldnt the changes on the ptb have made it a lot better imo. While its not guaranteed to go live with the mid chapter patch as yet it shows the progress being made and that they are almost there.

    There is an issue right now with some desync issues on servers causing laggy games and some are using vpn's to bypass the region restrictions which can make hits seem even worse that normal.

  • A win for myself is an engaging game where I feel challenged and that how I played was rewarded by kills, pips or lots of bloodpoints.

  • The issue with this is DBD is more about the grind to lvl up and get certain things than ranks. Other games don't have that same issue as most everything is there to be played with.

    So whatever mode is easier to get bloodpoints from then will be the one most play. If everyone then ends up playing one mode then nothing changes.

  • Killer - Chasing for too long or making mistakes when running a loop. Sometimes I dont think and give them easier windows when I could have easily got a hit.

    Survivor - Getting stuck on or running into objects looking behind too much. Not sure if it's myself or the game putting random items in my way when I'm not looking though 🤣

  • I am not sure how to fix ruin but I see some good suggestions on here.

    I do have concerns with the current change.

    It makes you not want to leave a gen after doing a set amount. With after say 40% would you go for a save and let it regress? Close saves possibly but then it would be back to the gen. That is of course also more dangerous as the killer could come back. I think gens will start to pop a lot more so before a save is made than now.

    It also removes the want to heal someone after an unhook if progress on a gen has been made as each second is letting it remove the work you have done.

    I also feel it doesn't help new players as they are extremely timid and leave a gen and hide at the hint of a heartbeat. This will make it harder for them than the old one.

    New players I feel will still want to find the totem while those with enough knowledge of thebgame will sit on it until complete if the killer doesn't come near.

    I feel it promotes doing gens faster as staying on it is more beneficial imo compounding a problem.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/986776#Comment_986776

    DS mustve gotten some interesting new powers if it can do all that. I just remember it stunning the killer if they pick up a survivor 60 seconds after unhooking. Your saying it can be used mid-chase too?

    They meant DH 😉.

  • Most on both sides always adapt and new meta's form.

    The usual generally happens.

    A change Is announced and all hell breaks loose on the forums which continues for a few weeks or more with some on one side saying it's unfair and some on the other side goading them.

    Most players start to adapt quickly when they go live and find news ways to play and the complaints slowly start to die down. The forums have for the most part already moved onto the next things to complain about which they consider OP or unfun to verse.

    Another change is announced. Rinse and repeat the endless cycle.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/981945#Comment_981945

    Probably going to shelve it because survivors can't moonwalk any more.

    Removal of moonwalking is the worst nerf on the ptb!

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/982752#Comment_982752

    Maybe read first? In my original post I said you can't tell if survivors are swf anymore, since you don't see survivors join separately. I never implied that survivors who are joined together are swf. Not even close. I said swf always join together in reply to this " 3 joining at seperate times 10s apart (an SWF)". I also told you that update lasted for about a week. I've constantly had survivors come in the lobby since then one at a time with as much as 2 minute intervals between each other until today.

    You kind of contradict yourself with this post. You state in your first post that you can no longer tell if it's swf. This says you used the system as an indicator. Those words themself do imply that if survivors joined all at once you then thought of them as swf before this change as it was only when they joined seperately did you really think of them as solo.

    As I said since March last year solo could all join at once or separately. The only indication was a long time frame to be solo I agree to they but 2 or more could join with one a bit later and yes it could take 10s for the 3rd and be a 2 or 3 man swf with the later one being part of a group. It's because it's not infallible and can be connection dependent.

    This still happens even with dedicated servers.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/982256#Comment_982256

    I never implied it. My original post says the opposite. And I never said that I could tell if 3 joined together they are swf. Where are you getting this form? lol Are you running out of valid arguments, so you're just staring to make stuff up on the go?

    "So you're trying to tell me what I saw? Interesting. If they're swf they will always join all together. And you could definitely tell survivors are solo when they join 15-30 seconds apart from each other."

    I guess you never wrote that in reply to me then 🙄

    What the above implies is that if they all joined at once it INDICATED to yourself that they were swf and If they joined at independant times it INDICATED to yourself that they would be solo.

    Your original post was done as you felt you could no longer use the above to indicate if it would be swf or solo since all player types would join at once.

    My original post was to let you know that has been the case since March 2019 so it has never worked as it did in the past to help indicate solo or swf since its a completely different system.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/982217#Comment_982217

    Well, hopefully I understand what you are driving at.

    First of all, my emphasis was on why the developers chose to "allow voice communication." It wasn't because 'voice communication' was an important mechanic of the actual game - it was because they didn't know how to execute a fair punishment system. Basically, they chose the fragility of its rule enforcement than what is good (mechanically) for the game. So that post is mainly about how their decision about voice communication was made, not about its possibility or impossibility of restricting voice communication.

    Second, even if they didn't have a foolproof way of completely restricting voice communication, they could have made it much more difficult than it is now. You're right that people will find ways around it, whether it's by using less detectable third party systems or even simply sitting next to each other on a couch. But does it always have to be 0% or 100%?

    For example, let's take at the current rules about racist/sexist harassment. Much like voice communication, there is currently no way to 100% prevent the problem of racist/sexist remarks that could be targeted at another player. If they are not presented in the first-party in-game chat log, some people may instead use third-party messaging systems to make the same horrible types of remarks. Does that mean BHVR should do nothing at all? No, of course not. BHVR should do what they can on their end to minimize that type of problem as much as possible, and if needed, seek help from some third-party systems' administrators if they are willing to make some concessions and changes on that end.

    Similarly, if they had simply chose to outlaw voice communication because it didn't fit well with their game intention and design, then they could have made it at least much more difficult for voice communication to occur on their end, even if they couldn't control what third party systems did, and thereby standing up for what they believe their game to be.

    But the fact of the matter is, they didn't. And even despite all these years, they still have not properly balanced the game for SWF/Solos/Killers. So I can't blame anyone if they find SWF incredibly unfair to the point of not wanting to play against them - because game-mechanics wise, voice communication was unintended for this game, and only exist due to the developers not wanting to restrict what they could within the game.

    I don't think its as simple as they chose to allow it. My reasoning is if they made the choice to allow it then why not have party chat in game for swf? I think it was accepted it would happen and there was nothing they would do to prevent its use outside of the game when they first had discussions about the implementation of adding swf.

    I think any new co-op/multiplayer game in today's market has to include a mode where you can join with friends. It would be commercial suicide not too. By adding this option you then also have to assume people will use voice chat. To not would be very ignorant to the consumer base you are aiming for.

    It's not really about 0% or 100% its about acceptance of what would happen. It's a business decision and one i'd say all devs would make.

    If we look at the rules BHVR do have firm stances on racism/sexism and they are bannable. The chat logs in game are stored on the server so if someone uses that system they can be reported and the logs will back up the report.

    The issue with banning for those issues on a third party system is that they don't have the man power or way to access the proof. We all know a picture is not evidence as these can be easily doctored. This is why it's advised to go to the third party place direct as most if not all have similar rules. Microsoft, Sony and Steam for example all have rules in place and they can access the consumer chat logs so its logical that is where it should be reported as proof is needed or we end up banning players on someone's word alone.

    I really don't think outlawing it would change anything apart from initially drive players away from the game until they found out its not posdible. As I said they didn't chose to incorporate chat into the game but accepted it will be used. That is a nd always will be a business decision for the game they wished to make. I have to agree with them from that standpoint as like I said it would be commercial suicide not too.

    Take MLGA as an example. It was basically outlawed but the playerbase did not stop using it as they knew for a fact its use would never flag up for a ban to happen. So outlawing it would never stop players from using it. Console would also be a topic of contention as I highly doubt Sony or MS would agree to allow any ban if someone was caught using it. At best they could ask nicely in reality.

    While I agree swf can be and is unbalanced especially with really good players. I can't really see a way to fix it as punishing players is not really an option. I used to believe it was in tge padt and argued my point regarding it but after thinking about it for a long time my mind changed. I feel now the issue is more what the community want over what the devs want for the game. The ones who do seem to complain the most seem to be highly competative. The devs though seem to want the game to be fun and engaging by the wording they use and not highly competative but instead casual.

    We have really no clue what they truly want for the game as visions for anything tend to change over time and turn into something better or worse as they evolve. We also have to always remember, it is just a game.

  • @HellDescent said:

    When did I say there's and indication right now?

    You implied it.

    Your original post regarding now all four join at once you will assume the worst.

    You also stated to myself that if 3 joined at once you could tell they were swf.

    I was letting you know that it hasn't been able to be used to indicate swf since the change.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/982128#Comment_982128

    ?

    How is your post relevant to my comment you've quoted?

    I just quoted the last one you posted. It's relevant to your first one.

  • @knell said:

    https://forum.deadbydaylight.com/en/discussion/comment/981991#Comment_981991

    I don't know who Otz is, but if he is one of the best Trapper players, and he goes against the best 4-Man SWF players of this world doing their best to escape, and they play hundreds of times, and the average win-rate falls in favor of the Trapper, then yes, they should nerf the Trapper. What's your point?

    You're right, according to the 'authority figures,' voice communication isn't cheating. If you are the type of person to just accept whatever the 'authority figures' state to be the absolute law, well, good on you. But just realize that there are many individuals in the world who like to think for themselves about what is 'right' or 'fair' and want to make necessary changes if things are unjust or corrupt - whether it be in general society or just in games. Just differences in personality - that's all.

    I would say its actually impossible to punish for it due to the all the ways someone can circumvent the system. All the platforms people play on have chat and party tools built in, thousands of third party programms or using phones which have chat tools working over wifi or data.

    There is also the legallity of it all. Searching someones system for a third party app that has nothing to do with the actual game and does not interact with it in any way is not information they are allowed to gather in every country around the world.

    Its not about them not bothering to try but accepting from the start that by allowing players to play with friends will mean that some will play while chatting. They may have not realised the actual impact it could have on the game of course which I think could be highly possible but thats another discussion.

  • @SpacingLlamas said:

    https://forum.deadbydaylight.com/en/discussion/comment/981945#Comment_981945

    Where did they say it was a test?

    Or this the same test PC players are going through but ended up being the actual release?

    I was talking about the current PTB test sorry not them being tested on PS4.

    It is safe to assume the servers like PC will stay on PS4 while being worked on.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/981926#Comment_981926

    So you're trying to tell me what I saw? Interesting. If they're swf they will always join all together. And you could definitely tell survivors are solo when they join 15-30 seconds apart from each other.

    No i am stating what is happening. With the new matchmaking there is no indication as 4 joining at once can be all solo its just it working as intended.

    Right now on PC dedicated servers the same happens as before. Ive joined as solo and then 3 at once (all solo). The same happened with 3 joining at seperate times 10s apart (an SWF). That is the matchmaking though nothing to do with dedicated servers.

    Yes if they are 30s apart it tends to say they could be solo but the point is if they can join a few seconds apart and be swf or all join instantly and be solo there is no way to actually tell. Its an assumption based on the past matchmaking.

  • On the PTB they did feel a lot smoother with a lot less BS hits happening.

    It wont go live as yet as its a test for now but I feel they are looking a lot better.

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/981780#Comment_981780

    Didn't happen until today, that change worked for about a week. After that it was back to the way it was before

    That's because its not been working 100% so what you saw was never an indication of solo or swf. 1 could join then 3 solos at once. Swf could join in but not all at once.

    It is supposed to work that way but it doesn't always even with dedicated servers. There has been no way to tell if a lobby was solo or set since that change apart from checking profiles which you can't do on ps4.

  • It's why they spoke about it being bugged before the holidays. At least we know it shouldnt be the norm which gives us hope.

  • If that happens its a bugged lobby. Sometimes it's because others failed to join or they left after waiting a while.

    The matchmaking has some major issues atm and they are working on it. Hopefully it will be fixed very soon as I agree it can be highly frustrating.

  • @53nation said:

    https://forum.deadbydaylight.com/en/discussion/comment/981780#Comment_981780

    So when viewing an empty lobby, and people spawn in one at a time, with 7 second delay in between them. You're saying they aren't solo survivors?

    That's a bugged lobby and it's not working as intended.

    One could join and the three at sperate times and they could all be solo or it could be swf with the server lag taking the time to load them in.

    The lobby shouldn't appear until there are four survivors and 1 killer there to make it and its been this way since last year. Anything else isn't working as intended.

  • See my post above. You haven't been able to tell swf by the way they join since around March last year.

    They don't want to give players the powers to dodge lobbies. It is what it is and won't ever happen.

    If killers didn't need the info to setup for survivor items survivors in a lobby you can bet that would soon be removed as well.

  • They still are known as that to some.

    DS has been changed 3 times so far.

    BT has been changed before as both survivors used to be under the effect.

    NOED used to not be a hex and last for the rest of the match it has been changed a few times.

    Adrenaline was made part of Exhaustion so it doesn't stack with the other perks.

    Ruin was buffed as it never used to lose 5% when hitting a skill check.

    Unbreakable isn't in the same vain as its one time use and can be removed by not slugging. It's only came back into the discussions due to DS. So it's still DS players hate not this perk.

  • All these perks have been stated to be crutches by players in the past 🙊.

  • This was done to lobbies way before dedicated servers were released. They should always join all at the same time as it was implemented around March last year.

    When the new one was made live it was the first time the countdown showed up and then it was changed to searching as it waits for 4 survivors before joining into a lobby.

    Before as killer you made lobby and sat in it waiting for the others to join.

    When they dont all join at once its normally a bug due to someone being DC'd from joining.

    @not_Queen said:

    NEW MATCHMAKING SYSTEM

    In the coming weeks, we’ll deploy a new matchmaking system. It will address the edge cases that caused some of you to experience longer matchmaking queues and should even out waiting times, thus making them fairer for all players at any given time.

     Why are we making changes to the current matchmaking system?

    The current system attempts to find the best possible match for a player, given their rank and geolocation. It starts by searching for lobbies that include other players who are both close in rank and geographically. If it doesn’t find such lobbies, it expands the search, both in rank and in geolocation. It continues expanding the search until a lobby is found.

    The current system does, however, have the drawback that some players will get matched very quickly, while others will take a long time to be matched depending on the time of the day, the player’s rank, and geolocation. In other words, a new lobby can still be preferred over an older lobby if the new lobby is a “better match” in terms of rank and geolocation. Simply put, some players might wait for a long time because other players keep finding better matching lobbies. 

    How is the new matchmaking system different?

     The new system puts a player looking for a match in one of two queues: a queue for killers and a queue for survivors. Then at a fixed time interval (for example, every thirty seconds), it takes a bucket of players from both queues and matches them together, creating multiple lobbies, and trying to find the best possible match for a player with every other player within the bucket (again, according to rank and geolocation).

     Why is the new system better than the current one?

    The objective of the new matchmaking system is to address the longer matchmaking edge cases and even out the waiting times. Whereas in the current system, a small portion of players could find a match very quickly (under 5%) and another small portion of players could wait a very long time (under 5%), the new system will reduce these edges case and make sure all the players, at a given moment, have about the same wait time.

    When will the new system be deployed? Will it be deployed all at once?

     We are looking at testing the new matchmaking system during the Chapter X PTB. It might not go live on the first day but later in the week.

    If all goes well, our target is to release the new matchmaking system on the main live environment by January 2019 on all platforms. We will keep you informed when we are ready to roll it out.

    We will roll out the system gradually to make sure the system behaves as expected. We will start with a small percentage of people, and if the results are satisfactory, activate it for more people, until everyone uses the new system.

     Will an update be needed to get the new matchmaking system?

    No. The first iteration of the new matchmaking system will not require an update. All the changes are on our back-end services.

     I am playing as a killer. What changes will I notice with the new matchmaking system?

     As a killer, the noticeable difference is that you will see all four survivors appear almost simultaneously in the online lobby.

     I am playing as a survivor. What changes will I notice with the new matchmaking system?

     As a survivor, the main difference is that you will wait in the offline lobby instead of the online lobby until you get matched. Once matched, you will join the online lobby at the same time as the other survivors you have been paired with.

     # Will this new system radically improve the matchmaking wait time?
    The objective of the new matchmaking system is to reduce the waiting time edge cases. This new system will not necessarily be a miracle solution reducing the overall matchmaking waiting time. Dead by Daylight is an asymmetric multiplayer game, which means that if there are too many players playing killer then killers will wait longer, and if there are too many players playing survivors then survivors will wait longer. 

    Will I see the estimated wait when looking for a game?

    While the first version of the new matchmaking system will not give feedback to the players about how long are the expected wait times for both killers and survivors, such improvements are on our roadmap.


  • Never completed it as I gave up doing challenges. I didn't find them fun or that they added anything to the gameplay.

    I quit playing for a few days after each new tomb was released as the game for me was unplayable due to challenge farmers.

    I worked out I would need around 400h+ of grind to complete the rift without challenges with queue times so I never bothered with it.

    The charms I don't use. I wear a jacket on my main survivor so it covers them so its kinda pointless. In used them on my killers but they aren't worth it imo. Skins were nice but with the grind to get them without challenges I would never get a full set.

    Overall I don't think the rift added anything to the game for myself. It's something that stopped me playing at times due to the frustration of not getting normal matches.

  • It will come out with the mid chapter patch. Its on the PTB seemingly to give feedback on some of the challenges we can see as its asked about in the survey.

    The new rift doesnt start automatically after one ends there is a break between them and once it does open lasts for the usual 70 days.

  • Well on the ptb they do seem better now as they have done something to the movement and lag compensation so you see the killer where they should be so theyvare getting there.

    What I have seen is less BS window hits in my games so far. It did remove moonwalking though!

    Killer felt a bit wierd with this change but i got used to it and I see people appearing to be floating over objects at times when in a chase. Think that's the lag compensation system not being 100% yet.

    Not a change going live as yet course but it certainly looks to be going in the right direction and shows its progression and potential over what we have now.

  • The survey is primarily on the Rift with a few Doctor questions.

    The reason for the doctor questions is simple. They arw testing the power by playing around with it. Thos can be done on a ptb to help tweak the Doctor as they already have done with the hit after shock time.

    The Ruin change can't be done in the same way. Stats for such a change are difficult when on a ptb as people aren't playing as normal and you need normal play to see what impact will be. What happens with changes such as this is reactionary feedback about the change someone dislikes so I am not surprised its not in the survey.

    Ruin as it is will go live I am almost 100% sure on that. Slight tweaks may happen but I cant see it being reverted.

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