twistedmonkey
twistedmonkey
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/948387#Comment_948387
If one survivor can carry that much then it's still proof survivors are too strong..its 1v4..therefore..each survivor should have no chance vs the killer alone at least not for long..the fact noob carried so hard shows survivors hold too much power as individuals by your very logic
Why is it proof?
Why can't a better player simply do better versus someone not as good no matter what role they play?
Why do you think a less skilled killer should always be able to best someone just for playing killer?
If a 6k hour player meets someone with 50h should the 50h player have the upper hand? That's the essense of what you are saying.
This removes any factor of skill a game should have. It then grants wins purely for loading into a role. In this game a 4v1 match with equal skill should end 2 die and 2 escape.
What happens in those which aren't of equal skill will and should always come down to the better players ability.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/948366#Comment_948366
Yet noob 3 escaped 50 times in a row vs the best killers in the game, overpowered moris , dcing team mates, etc etc..the skill of most survivors in dbd is very low because it's been too easy for too long..they havent needed to grow..anybody can 4 man a group of scrubs/rage quitters..but surfing that much vs everything killers have to throw at you..that says a lot more than someone demolishing scrubs
What this shows is it can be done on both sides and its then down to the individual.
With over powered things such as the survivor perk as DS and BT, adrenaline and all the others along with toolboxes and keys now how could any killer ever get those results with the lower tiered killers?
It shouldn't be possible according to those who complain but it is. This says those that play well do well and those that don't tend to complain about the game.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/948358#Comment_948358
It's not that simple..you have to crunch the numbers too..and most killers dont make the grade because the nurse had outplay tools..and the devs put too much faith in their own minimal knowledge of nurse..as the results have proven...and a lot of killers still lack the kit to do well
When you see someone win 49/50 games with Wraith and another win 50/50 games with Trapper then that sort of goes against what you say.
It always comes down to the person playings skill and who they verse and not a person who cant do well that complains about it.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/948317#Comment_948317
They should be..however nurse was the best example of how it should be with her old base kit..powerful in the right hands no matter who you verse..but not impossible either..however most killers dont metlet that criteria
They should be is made up by the players not the devs. An assymetrical game doesn't mean one side is so much more powerful and should always have the upper hand in reality it simply means 1 v many.
The devs believe it should be about the players skill and not the game that grants them a win just for loading in as a role which seems to be inline with what some players want.
The Nurse in the right hands actually was much stronger compared to others than the devs wanted. This shows that the devs don't want a killer to be all powerful as some think they should be. There should always be a chance for those of equal skill to kill ornescape but it should then come down to mistakes on both sides and not just who you pick.
When you have great killer players who can kill 3 or 4 in the majority of their matches with a wide varuety of killers it shows a good player will do extremely well and those who aren't will of course struggle more.
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@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/947857#Comment_947857
Nah it’s higher than that on Xbox.
It also depends on when you play. Later in the night or very early AM it’s extremely higher rate of four stacks. Either way that graph shows 5%, that’s wildly inaccurate. Is this info from BHVR themselves? They are certainly under no obligation to showcase stats that highlight broken elements of their game.
There is no benefit to them lying about stats and why I think they should just not anymore as each time some players simply don't believe it.
While your experience is that it is higher at certain times that could make sense but 90% of games? It could also be region dependant. It would mean checking each and every game and not just the ones you think may be swf which some do negating the others.
The issue is the playerbase on all platforms complained swf was what they always played versus for over two years. I play solo always and the amount of times in the end game chat I was accused of being swf is astounding.
This is why BHVR released the stats but as soon as they did they were ridiculed for doing so and of course there had to be something wrong with them.
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Certain main players only see one aide while those is us who have played both sides a lot see it differently.
We can see unbalanced things on both sides.
The issue is DBD has a lot of players which seem to think when they play killer they should be all powerful regardless of the skill of those they are versing.
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Playing versus a good Freddy solo.
Two of us left and they were in a chase while I finished the last gen and was injured. I ran and opened the door while they were hooked so they knew where it was.
I snuck over but was spotted and managed to unhook just before Freddy downed me and chased the other. I counted on this happening as I had unbreakable but wanted to at least try and give the other a chance.
When they went down again and were being picked up I got up and ran to open the door. The other person unknown to myself had DS and we both managed to escape.
At the end game all three of us had nice chat and laugh and wished each other gl in future matches.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/948068#Comment_948068
And yet I was right about them being SWF. Funny how that works. What do I get for posting all 20 screenshots, names and all, and if at least 18 of them turn out to be against a 3 or 4-man SWF group? Want to take that bet?
We only have your word on that and no proof.
Sorry but without proof we can only go on your past comments and since most of your posts here are complaining about swf and your only reason for all of those past posts were that you "thought" they were then it was all speculation which means very little.
I could cherry pick 20 screen out of many games and show them as SWF also it doesn't show anything to be true just what I want it too.
The only proof can come from the devs but if fear no matter what they posted it would not be true for some and they would still argue their point.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/948028#Comment_948028
Sounds like an assumption without proof. Empirical evidence suggests otherwise. I can look up the names on the 20 screenshots of red/purple teams that I have and check for sure if they are SWF but there's no need, the difference in playstyle is obvious. When it's a 3-man SWF squad you can always tell the which one is the solo survivor too.
Don't forget SWF makes the game easier, therefore players who play SWF a lot will end up in the red/purple ranks more often. I want to see SWF stats of those ranks, global stats paint a skewed picture.
Maybe play killer more often? Idk.
Not really as tour original evidence was already debunked. You assumed they were swf from the start due to all joining at once which I showed is how matchmaking starts and how they played which I showed also its not evidence.
It was only after everything else was shown to not prove they were swf did you say you just checked the names. It seems you want iflt to be true hence why everything you stated when proved to not be evidence you moved into something else.
I have hundreds of hours into killer thank you as I've played since 2016. It's probably why I dont see as much as an issue as yourself as time and knowledge of the game make for a better player.
It is clear you are relatively new to the game. I'd suggest playing more and not expecting to be able to best those who have played for a lot longer immediately. I see no other game where players expect this.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/947729#Comment_947729
Keep in mind this doesn't show the percentiles at different ranks which I think would be quite different.
I touched upon that and the point i stated was it may well be higher but I highly doubt knowing what we know every match played has 3 or 4 man swf in it at red ranks which is what some claim as to be in around 90% of matches.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/947870#Comment_947870
Just for you, I looked up the blanked out names from my screenshots.
1 screenshot, all 4 of them were friends on the Playstation Network. The other screenshot, 3 of them were friends and the one that DC'd was a loner.
Seems like an awful coincidence if they weren't playing SWF, don't you think?
You seem to claim SWF play the same way as solo survivors. Or, if you don't, you seem to claim a killer can't tell the difference between solo's and SWF with voice. Either way it's bollocks.
Show the me stats for red/purple ranks and what % of those are playing SWF. Global stats mean nothing, but even the global stats say 50% play SWF, which I consider to be quite high.
I didn't say it doesn't happen just its not as much as you wish to think.
You assumed without proof that is what inward saying. Each game you play if they do well or play smart you assume it's swf.
Just like these screens you assumed they were both 4 man swf. Even if they are friends that doesn't mean to say they are in a party together at once. I know this as I play ps4 also and can be in a party with all memebers playing differnet games or the same one but not always together.
I can't take what you say to be true as at this point you are pushing an agenda and without showing proof it has to be taken with a pinch of salt.
The global stats show arounf 18% are 3 and 4 man while 28% are 2 man.
The only issue on swf is with a good 4 man or a great 3 man which Isn't a high number. You can deny all you wish as it doesn't fit your own narrative but the only way you will really know is to track games and see for yourself. I don't have stats and don't have access to them but you do.
Even swf aren't inffaliable and a good solo group can and will do just as well or better as its down to the individual players.
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Fornite came out at the time when battle royale was taking off.
Pubg paved the way and showed how popular the format could be and fortnite used that existing formula and expanded upon it. It was made ftp while others were still pay to play along with graphical options which weren't as harsh so even weaker system could run it.
Epic were simply smart in what they did and how with the existing formula. They didn't create something from scratch but used what was there and added a building mechanic.
You can't compare a billion dollar company to DBD. Not to mention epic aren't that great a company as they have been many reports of staff being mistreated working long hours without a choice.
DBD is a very niche game with a small dev team. They started with around 30+ staff and now BHVR have over 100+ but not all work on DBD. It's about resources and time and DBD is far from what Epic have.
This is akin to comparing a locally owned store to a huge chain store like Wal-Mart and asking why they are more expensive.
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I think they are always learning.
They will see what challenges took too long to complete and probably adjust certain luck one in the future.
I do think they may be relying on the upcoming dc penalties to help with the ones negated by dc's but that means dedicated servers being released on all platforms first.
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@iamscumqueen101 said:
https://forum.deadbydaylight.com/en/discussion/comment/947887#Comment_947887
Not really I'm just wondering what the reason for it was. I'm mentally untouchable
You don't want to delve too much into the mind of some players in this game.
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This just nerfs NOED in reality.
There has been little complaints about NOED of late probably due to the totem perks in the last dlc's so survivors are probably doing the bones already.
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Some do this as they want to show you they found the hatch and bm you.
Just chase them out as it just wastes your time as more than theirs as they are doing it to get to you which it seems it did.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/947835#Comment_947835
These are just 2 out of 20 screenshots and in both cases it was easy to tell they were using voice comms. I was playing Doctor with a 3-gen strategy and they were extremely well coordinated, something you don't see vs solo players.
Give me the % of players in a party in the red and purple ranks, then we'll talk.
If you think good players can only coordinate a 3 gen scenario in swf again I've got some bad news for you.
A good group of players regardless if solo or swf will negate the strat. All it takes is for them to see a survivor trying one gen and go to another. It's not rocket science and just smart play.
The you see multiple always going for one gen it just shows bad players not solo.
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NOED has great potential to swing a game but more recently I've not seen it activate that much at all.
Survivors seem to be doing totems now after all this time of saying that's what they should have been doing to remove the perk.
It's probably why there is hardly anyone complaining here anymore.
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@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/947729#Comment_947729
Idk about on PS4 but on Xbox you can check the people in your lobby and see if they’re SWF. I get four stacks way more than the 5% or whatever the graph says. Three stacks even higher than that. At least for the Xbox side that chart is either old and irrelevant or completely false.
Certain ranks you will see more but it doesn't change that its not 90% of games.
It may be 25% are 3 stacks at red ranks but it's still a far cry from what some wish to believe. You can check in steam also to see if players are in an swf and its generally 2 stack for the majority of the time and very rarely a 3 or 4 man.
I'd bet if you kept track over a couple of days in the lobbies you would be surprised at the results.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/947795#Comment_947795
Quite a coincidence their perks complement each other then, eh?
And yes, you can tell when SWF are using voice and when they're not. They know my location and my every move despite not seeing me themselves.
About the matchmaking, also take note of how ALL my opponents were significantly better ranked than I was.
I have around 20 more of these screenshots btw, 4 better ranked players every game, when I'm lucky 1 green survivor is thrown in. But I solved the problem by deranking to rank 16, now I face green rank survivor groups of my skill level and we all have fun games.
Sorry but those screen don't show perks which compliment each other.
DS is mostly used even with solo atm. No see I have each one running self care as its never needed.
A full set compliment is generally mixed with adrenaline, DH, DS, resilience, BT or head on. At the most tour screen show possibly a 2 man swf which isn't an issue in this game as its 1 other person knowing.
It's really not hard to know where a killer is as solo, as oon as a hit comes in for any player and you don't hear a terror radius you know it's safe. You hear a terror radius you know your in a position to help. Not to mention you eyes can see the killer form a distance.
As I said you are seeing what you want to see with this. The strong 4 man swf simply isn't as common as you think the iasue is tou are being matched with just better players than yourself but I doubt that will change your mind as no one likes to think that in this game.
I stated that the matchmaking is broken and why you are seeing higher ranks than you should. They put out a small fix for the queues but not the rank issue as yet which will be done once they come back. It also can be down to not as many red rank killers so they could wait a while your queues are instant as their searched widened. It needs fixed but it doesn't mean they are swf.
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Such a nice post and gives us all hope for this community. It needs a lot more players like yourself who appreciate the little things instead of complaining about everything they dislike.
Thank you for bringing some light to the forums and I hope you had an amazing Christmas.
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@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.
There is the link to the matchmaking update from November 2018. Notice down the page where it states.
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.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/947780#Comment_947780
That's not true. It also happens that I get a lobby with only 1, 2 or 3 survivors. But usually it's 4 at once and they're a coordinated SWF group with perks that complement each other.
SWF with voice comms are also pretty easy to spot when you see the way they play.
When it loads with 1, 2 or 3 its actually not working as intended.
If you truly think you can tell and swf due to how they play and its 90% of the time I'm afraid I have some bad news for you.
A good group of solo can and will act coordinated. The issue here isn't that its always see but that you are being matched with players well above your rank which you aren't ready to verse.
The screens you posted show the matchmaking but as in the first at rank 11 you should no be matched with a rank 4 as it should be 6 max from your own. Keep in mind the matchmaking was changed for see so it takes the highest ranked player now instead of the old lowest and then average.
It could also be a lack of killer in the red so its pushing more form the green and purple range to verse them.
Nothing in your screens show an swf just that the match making is working for those survivors as they are more similar ranked which is how it should be.
This matchmaking is being worked on as I said its bugged atm but it won't be sorted until they get back from the holiday break.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/947729#Comment_947729
Average opera attendance?? I think you pasted a meme by accident 😀
Oops well spotted 🤣😂 I did post the wrong pic. Thanks for noticing and letting me know. I've edited it now 😉.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/947729#Comment_947729
Buy a console and see for yourself. The lobby fills up with 4 survivors immediately and it's obvious they coordinate with voice chat.
You do realize consoles come with built-in party and voice chat functionality, right? And literally every console player has a headset. Whereas on PC you have to install a bunch of stuff and buy a headset to set it up.
April is 7 months ago, besides, it's not very obvious what that graph is showing.Those seem to be global attendancy rates.
You do know the matchmaking was changed a while ago for all platforms.
Survivors should always join the lobby at the same time as it finds players before actually creating the lobby regardless if they are SWF or solo. This was complained about at the time by those who would dodge when they all joined together.
Steam has voice chat built in also you can create a party and just talk. You can use any mix you wish even the free ones with some phones on pc.
To think it's changed in the time it was posted to always be an swf is again just seeing what you want to believe.
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Becasue the lastly stats in April showed the amount swf which wasn't what people thought it was. It also isn't a console problem but a players thinking its always SWF they faced no matter the platform.
PC actually had the highest number of all platforms from the last stats. The console version had been out for around 2 years before this was posted.
I highly doubt its changed from this to the 90% to 100% figure people are now throwing around in the last 8 months.
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It's not a bad suggestion and I dont see why it couldn't be done.
I would advise get a good set of headphones though instead as its night and day with how much a good set can help you in game.
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When the game first came out it was the universal way to say the killer was near the hook so don't save me. This is why I use it.
Some time later when more and more new players came into the game some never knew its use ans posted on steam about a great idea too use it for the killer is away come and save me. We told them that not its purpose but it spread through in game chat.
Then some tried to make it so slow flapping meant camping and doing it fast meant come get me.
Now its lost its meaning over time so use it if you want too but don't expect it to be taken as you wish.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/945563#Comment_945563
You've been warned.
* Please do not make light of serious issues (e.g. “This is cancer/aids”)
Please dont use diseases to describe something frustrating/annoying
I would argue that is exactly what this description is doing.
That's probably because you made a thread on an open forum anyone can read referencing the disease in the title.
The game and forums have separate rules to abide by. It's not about being a snowflake but being conscious of a disease many have been affected by.
When it's used on a forum its in a trivial sense to reference something you dislike in the game which makes light of the disease itself.
The reference in the game depicts how terribly bad the mist is and is a commonly used expression for such things in many media as the disease is something which grows within so in the context it fits. It doesn't make light of it.
So it's not the actual use of the word which is bad itself but the context its used in.
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@DBDIT said:
https://forum.deadbydaylight.com/en/discussion/comment/945568#Comment_945568
Yea, you're wrong. You know what's lame? Lobby dodging once you see a map offering that you don't like WHILE the game is loading up. Stop making excuses for killers who don't get their way because you're showing that you clearly have a bias.
Thats technically not lobby dodging its dcing and will be punished with the upcoming timeout system they just tested.
Lobby dodging only happens before everyone ready's up.
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Simple fix as a mori should be able to be cancelled imo as it means you can go after another who you see if one choses too.
After 3 attempts within 30s it times out the action for 20s.
This seems to fix the abuse issue of some prolonging a game just becasue they can while also allowing you to cancel the action to chase another or even just kick a gen etc.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944538#Comment_944538
I didn't say you had to I said you could. There's nothing preventing the killer from instantly placing their totem. Try something else. (Btw appreciate you troubleshooting with me)
If you also place them instantly the mechanic for using multiple then has to be used which could take at least 20s to chose and place which is still a bit of time to not be hunting and 15s easily of possible gen time before you start.
I do think if you are going to place them randomly then them spawning randomly would be the same in essense as not knowing where they will end up won't give you any more of an advantage. Just my opinion of course.
Of course it's better to debate and see many sides. While I think totems need some work I think that needs to be an automatic process still leaving killers time to hunt and chase.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944510#Comment_944510
Placing totems takes no time
But it does by your own words.
The act of placing them may be instant but you have to factor in where you place them which if by your own words would be scouted out so inherently the whole aspect takes time.
If you don't scout them out then there is no difference to then spawning randomly as you risk the placement being able to be seen from a distance as you don't know what the map and around it.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944471#Comment_944471
There are none. Killers can have their totems placed randomly if they choose or they can strategically place them. Tell me the downside of giving killers the choice.
That is your opinion.
In a time dependant game making this choice will more than likely lose you the game as you lose more by placing them or lose the power of them by chasing and risking the exact same as it is now without having to look and place.
You go to a place and its open so don't place it. You check another and its ok but not great. That is quite a bit of time gone at least 45s for most killers. You see a survivor do you chase? If not then you lose momentum if you do your totem power cant grow without just placing them so what changes?
Then you have multiple totem builds a mechanic needs to be put into hat works for both keyboard and controller so a button press wheel scenario is the most logical. This also wastes more time placing them.
You also have the aspect once a totem is destroyed you know a survivor was near it. It's a free way to see where someone is destroying dull totems which shouldn't be added.
You have to understand that everything you do that is not pressuring survivors means the gens are being worked on or they are destroying the totems along with your totem power not growing. It puts added time pressure on the killer when time is already against them.
Why would anyone chose to use a system to place something which could take almost 3 gens worth of time to do so?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944450#Comment_944450
But we also go back to MY other points. What my points don't cover is losing some Ruin power but in my idea you can still randomly place a totem if you want so this wouldn't be a problem. There are no downsides to adding this feature.
If you think so but my points also stand and they show there is infact downsides.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944417#Comment_944417
You don't lose momentum you literally glance at a totem and it activates. Scouting out the totem a little to make sure it's a good enough spot increases the skill factor of the game. Any other issues you see?
Then we go back to my initial points.
If you have to scout an area then you lose pressure from the start. If you are in a chase they have a chance to see it light up as without actually seeing where the totem is it could be wide open from a distance. You turn around in a chase and they could easily take that as placing it and signal to others in an swf to check that area.
You risk gens being done before placing any losing the momentum it would gain you with the likes of ruin as isn't giving you the initial slowdown or in the case of lullaby gaining power as you lost part of its overall capability.
The other aspect of placing them is right now if a killer goes to an area at the start and checks around the likely hood is a totem is there. It's a common mistake some killers do and signals to come and destroy it. Now if you went over to check and place it then that does the exact same in theory but without it you risk what I said before.
Think outside the box and what it gains and looses not just saying this would be good and o my seeing positives. The idea has been mentioned many times in the past over the years.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944354#Comment_944354
Easy compromise: you can activate your hex just by looking at a totem from any distance and pressing the place totem button. The perk is now activated and you can no longer designate a totem to it. Just blew your mind, didn't I?
How will you know if the totem is in the open or hidden? What if a totem is being worked on and you place it and its instantly destroyed?
Did that blow your mind? 😛
It also still means they cant gain power without it being placed so you randomly choose to place it at the start which doesnt change much or for some you still lose momentum.
As I said it needs a lot more thought than just do x and it will work. You have to think if every possible scenario or its still an indirect nerf.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944310#Comment_944310
You can set up totems as you patrol because it wouldn't require much time and any miniscule amount of time lost will be made up for with how hard your totem will be to cleanse. Survivors cleansing dull totems is good for the killer because they are wasting time. I think this change would be healthy because it gives perks like Huntress lullaby a much needed surprise factor and makes maps and totem finding perks more viable.
That comes down to luck then as would you place a totem on the first one you see or look for the best hidden place? What if you are in a chase would you place it? If not you are losing time for it to gain power and if you do if they are swf they now all know where its been placed
A totem has to be active for it to be useful and really cant build strength before being placed or there is no risk v reward. Lullably cant gain strength unless it's active when a gen is done and the likes of devour hope would be OP if they could place it after the hooks needed for a mori to be active.
Players are doing totems now more than before with perks such as inner strength it seems as I can truly count on one hand the last time I saw NOED proc in a game in the last few months.
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The reason it not purley competative and tournaments don't work is the high rng aspect. The game is as competative as the person playing it and why its both competative yet casual.
Maps can spawn with loops side by side or not, the hatch can spawn at a survivor or at a killer. Doors spawn close or far apart. Add-ons and offerings which can end a game in half the time. The fact that ranking isn't about just doing the main objective but prolonging the game and doing more.
In a truly competative game it would be balanced on kills and gens without the need for everything else to rank up.
It why tournaments in dbd have set rules like no mori's or the best toolboxes. Healing a set amount of times or not at all along with no camping/tunnelling.
When a game has to make so many rules to make a tournament viable and it still comes down to a lot of luck then it can never be 100% competative as its not just skill which dictates the outcome but about how lucky you get with certain things.
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There is two issues I can see with this.
First it means setting up totems taking you away from gen pressure allowing more time at the start for survivors to do gens.
Secondly it means survivors will be more inclined to do every totem they see just in case.
It may seem like a buff but its really an indirect nerf as your perks can be taken away before they are activated and limits the more totems perks you can use.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/943603#Comment_943603
If not much, then it still wasn't reasonable bud. Imagine you make her slightly weaker but so unfun that noone plays her anymore. What a trade.
I never said it was. If you look at my post I stated I didn't think it was a needed change.
That's not up to you nor I though as how we perceive something isn't the reality of things its just our opinion based off of personal experience.
She always had the lowest number of players but yes it has dropped off more.
That itself doesn't necessarily reflect the change is less fun for the majority just the vocal minority on here but instead that they can now win easier with other killers. Players tend to move to whom they can win with its always been the way.
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Merry Christmas I hope Santa is good to y'all and you have all have and amazing day.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/942662#Comment_942662
Hold up. So nurse is still as strong as before?? and the only thing changed is the fun factor being reduced to be super unfun? Uhm yeah, sounds like a reasonable change lmaoooo
That's not what I said. I said her strength is still there in the right hands which means she is still strong.
Of course the change made her weaker but not as much as people would like to think.
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@Frank_Sriracha said:
https://forum.deadbydaylight.com/en/discussion/comment/942996#Comment_942996
Dedicated servers are hella trashy and often times creates some questionable interactions, but at the same time I think more people use "dedicated servers #########" as an accuse to not improve than as a legitimate criticism of game functionaplity. There's still plenty of options for survivors to dodge hatchets, it's just harder to do.
It was happening before dedicated servers and the change to hatchets was done to try and help and reverted before they even went onto the live dedi server test.
It's not a complaint that's came about because of the servers being put on live.
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The reason I can see he has a longer cooldown than Billy with palletd is due to his upside when using the power. He doesn't lose it when bumping into objects so is easier to control and can stop his charge while keeping his power up ready to use.
His gaining of power can seem restrictive but it does gives better tracking of someone who is injured as he is difficult to lose when you leave pools of blood in the air so the best bet is to heal which slows the game down a bit. Billy on the other hand the non heal meta works on.
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It's more to do with how they are ranged and also the hit boxes along with lag.
A good huntress rarely misses hatchets unless they are far away as then its easier to avoid. I also think with the hitboxes it seems to hit you a lot from 3m away or more from where it should land and that can feel cheap when it happens.
I don't mind them really as I dont tske the game too seriously but I can understand why some don't as they don't take any more skill to use than normal hatchets and have a huge upside with little downside when paired with the infantry belt.
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It's more than likely because of the hit boxes.
While a flick angle may seem trivial if the hit boxes collide it then becomes an auto flick which has no counter play as even when the hit box is to the side the character can turn and get a hits. Its probably the same reason why Billy was changed as being able to guarantee a hit due to speeding up behind someone should still take a degree of skill and feel rewarding its also about having some counter play. Mix that in with how the lag compensation works and it can guarantee a hit very easily.
The way to add this back in is to then reduce the hit box size of course so you have to aim more but that leaves other killers at a disadvantage and could make looping stronger.
I have to say complaining about survivors turning at speed is a new one which I've never seen complained about which is probably due to most killers never seeing it as issue with it.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/942690#Comment_942690
It tells them a lot more then just some internal testing, and again, players not playing the PTB heavily has to do with the annoying have to re-downlaod the entire game, and then again just to get back to the normal game.
If it was a sepperate file, hey np, just fire that up.
Next to that its not that hard to incentive participating, especially now with the ermm token stuff, the stuff you hang on your hook/side of your character, you could totally reward one for playing and judging the PTB.
You call freddy the best rework, I call it the worst, fundamentally content was lost, players who bought freddy and enjoyed the way he worked (cough me cough) now lost that and I dont like the new freddy one bit. (though even if I did, does not matter, does nto change anything).
Of course it can give more data but you also have to balance the ptb incentive v the normal game. Too much and it affects the matchmaking and too little and again its worthless to have it open constantly.
I doubt anyone would play for a long time for some skins or shards as progress doesn't transfer to the normal game which can't happen in reality as it would split the playerbase.
It also has a lot of people not playing normally and testing things out so they can catch some bugs but it doesn't always reflect how the change has made things for better or worse. If people don't play normally then the data itself will always be skewed and cant be used for balancing.
What is good for the game cant take one persons view into account. The majority do prefer the new one and while the old Freddy was fun for some of course but the number of players back then compared to now reflect that the players prefer the rework as a lot more are playing him.
Players have bought many things that have changed in the game. It's part of buying DLC in any PvP game. Changes can and will happen for the good of the game.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/942662#Comment_942662
THing is there, we have a thing called the PTB, they could...and SHOULD, make that a sepperate download and just let us test the crap out of everything.
People suggested many subtle changes that would make freddy more viable, changes like letting the dreamstate transistion interrupt actions etc.
What does BHVR do? complete remove Freddy as he was, sorry for those who enjoyed Freddy, tough break, and just made a completely new character out of him....
That just leaves a sour taste tbh.
The problem with the ptb is hardly anyone plays it compared to the userbase unless it's a patch which highly affects the side they play or new content. It's why it isn't always in as there isn't enough players who want to participate. They need a lot of player to gather data as 100 wouldn't tell them anything.
Freddy was badly designed from the start. Yes some subtle changes may have helped with the likes of I'm booking but overall he was a character that wasn't played much and quite universally disliked. The changes made have increased his use and its a change most agree was better. It's not a great example to use one of the best reworks of a killer BHVR have done to try and have a poke at them.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/942647#Comment_942647
you gotta admit tho,its still dumb that it looks and works like that.You should make it but no,game decides to suck you back and there goes a hit :3
It does I agree. Dedicated servers need worked on a lot to be ready. Something has to be done to make vaults not be in favour of one side since what you see isn't the same as the killer. Priority is one thing but it makes vaults kinda pointless unless you are very far away from the killer.
It shows they are needed though as at the same time without them the killers ping can give them even more of an advantage being the host. This is why it's happening on consoles too.

