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twistedmonkey

twistedmonkey

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  • @SpookyJeff said:

    https://forum.deadbydaylight.com/en/discussion/comment/919674#Comment_919674

    I mean I know that, and because of the whole losing a perk slot thing I simply have to give up that information to run a strong perk build. The only aura perk I ever use is detective's and that's for totem hunting, not info on where the killer or other survivors are. Solo survivors have to run at 3/4 strength if they want to be as efficient as SWF with comms, and that's a huge problem.

    I don't even think just knowing who is being chased is an issue. Any competent solo player can tell this as soon as a hit comes in with no sound info close by. As a solo player tour sound and sight allows you to just as well and enables you to stay in a gen.

    While aura perks are good by no means are they needed or is any perk needed for that matter. If you watch a good group of solos with game knowledge they will do well versus a lot of killers. What solo don't have is knowing like swf do. "I'm going down near x place" is not just about knowing that but actually knowing someone will run in to try for say a flashlight save.

    Thats why I see the main issue with swf is not about the actual info but how they coordinate with that along with perks and items. There is no wondering if something will happen as they know it's coming. They can also setup pre game to synergise with each other.

  • @SpookyJeff said:

    I honestly didn't know that, but that makes it even worse. So they knew going into the conceptualization of the game that they had an entire array of perks that would be made useless by a game mode. I don't even know how to handle that information honestly. Why bother with aura perks?

    Aura perks are for solo players to try and aid them. Bond is an amazing solo perk and always has been.

    As I said they probably didn't understand how much of an impact comms would have on the game.

    There is also the fact the game was made by an indie studio with a small team originally and the game did so much better than anyone could have expected.

  • @SpookyJeff said:

    https://forum.deadbydaylight.com/en/discussion/comment/919625#Comment_919625

    The only problem with that is also that SWF really screws up the ranking system. Any ranking system is contingent upon random matchmaking with similarly-skilled players to be 100% sure you deserve to be ranked where you are. If you run with the same three other people every time, your rank could reflect anyone or all of you in your group. The same can be said of people running premades in Overwatch or something else, but still their ranking system there is way more in-depth and makes sure the matchmaking tests your premade appropriately by giving you opponents that are close to your average SR.

    The devs were heavily pressured into introducing SWF basically at gunpoint by survivor mains, so the fact that the devs didn't have it at launch means they didn't consider it in their concept of the game. That means there is a very serious problem that they'll never be able to address, so we'll keep hearing the "Well, when I play SWF we aren't tryhards, we screw around and sandbag each other" bit, and until you show me several VODs of you not communicating like a tryhard, I'm not going to believe it. Every single time I see a streamer in SWF they are doing a minimum of communicating the killer ID, location, and current chase status. They may be drinking or screwing around a bit, but they almost always still all escape and always give each other info they wouldn't have without an aura-reading perk.

    Thats a myth thrown around by the community just because it wasnt in the game from the start and the concept was about not knowing which they have stated but to not allow friends to play together in a multiplayer game is commercial suicide. How big an impact if would have may have been not as well thought about which is probably more the case.

    They did alway intended to allow players to play with friends they just didnt have the time for it to be added for launch so they decided to work on KWF first and why SWF was added a little later.

    https://youtu.be/gTpZSllfMmw?t=568

  • I rarely if ever have the issue of my game freezing up.

    The game going back to the lobby with this scenario has only happened around twice out of around 100 matches for myself.

    I understand why this change was made as starting a game with 3 players was complained about for years as you were instantly disadvantaged as depending when it happened the game could start with 5 gens still.

  • The gap between solo and a good swf can be huge.

    A good set of solo players can do better than an average swf team.

    The problem with good swf teams is not just about the comms or info but how they select the players. They know the skill level of each player, will synergies perks and coordinate on the spot changing up how they play and reacting to a situation. They are a team working as one not caring as much about their own points or emblems but more about trying to get everyone out

    Solo players even if someone has kindred or other perks still for the most part chose to do what is best for themselves. See someone running for the save and they think they can get it first they will go for it as they want the blood and emblem points.

    Even if voice chat was added this wouldn't change as you are still matched with players you have no idea about and how well they can play or chose to do. This is why voice chat is a bad idea as it just leads to trolling, others constantly telling people how they should be playing and with regions with multiple languages not knowing what is happening anyway.

  • It's a catch 22 scenario.

    The change to the ranking system for swf means more red ranks playing with lower ranks causes and imbalance of players.

    The challenges have also cashed long queue times due to players changing sides.

    They have now changed the rank system to stop people from deranking too much and make it easier in essense to rank up on both sides to try and help with the imbalance.

    New players in the long run will find it extremely hard to get matches as everyone who plays will end up around green ranks minimum over the next month or two.

    I forsee a huge issue for new players coming very soon. If players are naturally going to be on purple downwards I think they need to widen the new player search to compensate for this.

  • But what do they get in casual compared to ranked?

    If it's less than ranked why would solo or killers play it?

    If it's the same why would killers choose to play versus mostly swf?

    All I see this doing in theory is increasing killer playing ranked and swf matchmaking times.

  • Overall I like these ideas. None seem overpowered and they look to give some different playstyles too Freddy which is really nice. I think more add-ons for all killers should be done like this.

    The only one I would question is the scream with fright one as the doctor is quite hated due to this. Unless you could remove fear in a way like madness you have to be near some one or give yourself away by blowing a gen or running acvross the map to wake up and probably scrram in the way. It does hurt stealth players more and those who like to try and evade instead of the loop game.

    Great suggestions though and I hope the devs take this on board.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/912392#Comment_912392

    If you want to change the addons... CHANGE THEM. Don't just delete them. That's what happened, the add-ons got pretty much deleted. If they changed them to have a meaningful effect OUTSIDE of action speed slowdown, I'd be cool with that. As it stands, they have no effect.

    Which can still happen but changing an addon completely takes more time than fixing something not working as intended with some number changes.

    Instead of everyone just consyantly complaining give feedback on what you propose would be a better solution in the feedback forum.

    Right now there is no difference to those that complained when MoM was changed. They complained about something that wasnt working as intended but since it affected them directly they couldnt see the bigger picture.

    Not all changes are good and not all things that need balanced can be done in a way which makes everyone happy at the time its needed. If you feel they are trash atm dont use them but I would bet there will still be a lot that will use them paired with certain perks to get the best use out of them.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/912106#Comment_912106

    The "fix" was simply to nerf the add-ons into oblivion whether you stacked them with anything or not. These add-ons are on par with Bubba's chili add-ons in that the effect is SO minimal now, you'd need side by side video comparisons of using them vs using no add-ons at all to tell any difference. While it's nice that Freddy isn't add-on reliant, his add-ons NOW are all to the point where you won't really see any difference in your gameplay when you use them, making it kinda boring to mix and match when compared to add-ons like Myers.

    You will get use if you use certain perks. So I will say the same which I have said to others.

    What is the lesser evil? To change perks which affect all killers or to change these addons?

    While I don't agree with change for the sake of it maybe certain add-ons working better with certain perks might give more variety in game play with perks used. Let's be honest it was rare to find a Freddy who didn't run the forever setup.

    Add-ons and survivor items imo should add to the gameplay and help change it up a bit but not seen to be essential or be overly strong.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/911638#Comment_911638

    In reference to your DH SB analogy... This would be similar to if you could stack SB, DH, Lithe and balanced together on separate cooldowns, so instead of doing anything about being able to stack them like they DID do, they just nerfed 1 of them into the ground and called it a day.

    Not really as they were also changed to not being able to recharge after this when running as again they could still be stacked too prolong a chase with BL and then use DH at a pallet after 40s.

    Now if they stopped the add-ons from stacking it could in theory also solve things but they decided to go another route and as peanits stated is isn't as easy to make them not stack as it sounds 😉.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/911285#Comment_911285

    To be fair, the engineers toolbox only removes 16 seconds.

    That's at base but with add-ons its more 😉. I don't mind the base speeds but add-ons make them too powerful imo.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/911484#Comment_911484

    "So again I lead you to this quote.

    "Have you considered combining it with other effects? Toss on swing chains and you've got up to 12%. Thanataphobia can add up to another 16% (total of 28%), and Dying Light can raise that up even further. And that's only considering action speed modifiers, you could also slap Ruin and PGTW on to slow generators down even more.

    On it's own, it's no big deal. But stacking everything together makes it way too much""

    And I'll respond again with the same thing I did before.

    "This is assuming no one chooses to wake up which is quite easy, no one chooses to heal (of which Dying Light is making easier), the killer doesn't kill the obsession AND the killer is using up all addon slots as well as 2 perk slots.

    Yeah when the survivors choose not to use a single ounce of counter play handed to them anything will seem strong."

    That is not good reasoning. It's lowering the bar because people refuse to learn and adapt.

    "so one can conclude it was stronger in these combinations than they intended it to be hence the change."

    The level of strength they intend is very weak.

    "So that goes back to my comments of its either change the perks or change the addons"

    Nothing you've shown has stated why either needed to happen.

    "If you are never going to trust them then no matter what they say it really wont matter as you will disregard any and all reasoning as you have done here."

    You are misunderstanding. I never said or even implied, "never going to trust them then no matter". What I said or implied was that I do not trust them unless it is included with good reasoning or data to back it up.

    The reasoning Peanits gave was not "good reasoning". It was flawed on many accounts.

    The game does need better balancing for low ranks as well but that is not how it should be done.

    These are my opinions from many hours of play and you have yours.

    What you are saying is all about if's. The exact same argument can be represented on why a change was needed.

    Now making survivor heal they need to find others to do so or run a perk, wake up, the killer can choose not to kill the obsession (which is counter productive to running the perk so why bother).

    You don't seem to see what forever Freddy build actually was. It was running the exact setup to purposefully slow the game down which was clearly more than the devs obviously wanted or even intended to happen so they decided to make a change.

    Think about it this way with exhaustion. The devs cleary decided they didn't want each perk having a separate cooldown so made one mechanic for all which was needed. In the past players also had to use two perk slots for SB and DH for example so what is the difference?

    The reasoning was they changed something to stop it prolonging a chase too much and this reasoning is to stop it prolonging the game too much. Pretty much the same thing in reality.

    The fact is the devs have gave some reasoning but you don't want to accept it as you just don't believe it was needed. It's not about reasoning then but back to trust as no matter what they say Unless you can get all the raw data needed to show it then you will never see some changes as needed.

    That is fine but as you wont ever have that data so you will always plead a change you dislike as never needed and disregard what reasoning they give. The fact is this has happened and tou cna choose to beleive it or not but its obvious the devs did not want the combination to be possible at all.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/911351#Comment_911351

    "Since we have no way of knowing then again it comes down to trust in the devs"

    This is what the entire conversation can be boiled down to. Trust to me is earned by actions and over the last 3+ years of changes I don't believe it is there. This is the crux of our disagreement.

    "so no matter what happens unless you agree with a change then it will never seem to be needed."

    Not quite. I agree with a change if along with the change good reasoning or data is provided to back up said change.

    So again I lead you to this quote.

    "Have you considered combining it with other effects? Toss on swing chains and you've got up to 12%. Thanataphobia can add up to another 16% (total of 28%), and Dying Light can raise that up even further. And that's only considering action speed modifiers, you could also slap Ruin and PGTW on to slow generators down even more.

    On it's own, it's no big deal. But stacking everything together makes it way too much"

    So knowing a dev stated this on this very thread it does show reasoning is stated so to myself the change was made due to looking at many perks and the overall possible slowdown effects as the quote itself states "stacking everything together makes it way too much" so one can conclude it was stronger in these combinations than they intended it to be hence the change.

    So that goes back to my comments of its either change the perks or change the addons.

    If you are never going to trust them then no matter what they say it really wont matter as you will disregard any and all reasoning as you have done here.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/911227#Comment_911227

    "No I stated the data clealy showed it wasn't working as intended implying the data they used for the change."

    That is making an assumption.

    "No where do I state the data they shared with us so again that's an assumption on your part."

    Why in the world would I assume you were referencing anything that we have never been shown? That just doesn't make any sense at all. We reference data we do have, not assumptions on data we have never seen but think exist.

    "Yes I am assuming the devs have data showing its not working as intended but its not a baseless assumption as they have stated multiple times they do infact use data we are not privy too for balancing."

    And if they data they choose to give us is heavily skewed and should not be used for conclusions because of this is that flawed, why would you assume the data they haven't shown us is any different?

    "It works both ways you have zero proof they weren't needed."

    And I am not the one asking for changes because of that reason. You are the one wanting changes. I don't ask for changes unless I have data to back it up.

    "Peanits commented above that working in combination with some perks made it slow down a lot so my assumptions seems more inline with the thought process."

    As I mentioned before, since we have not seen the data we have no reason to believe it's any more accurate than the data we have been given.

    "What peanits said

    "Have you considered combining it with other effects? Toss on swing chains and you've got up to 12%. Thanataphobia can add up to another 16% (total of 28%), and Dying Light can raise that up even further. And that's only considering action speed modifiers, you could also slap Ruin and PGTW on to slow generators down even more.""

    This is assuming no one chooses to wake up which is quite easy, no one chooses to heal (of which Dying Light is making easier), the killer doesn't kill the obsession AND the killer is using up all addon slots as well as 2 perk slots.

    Yeah when the survivors choose not to use a single ounce of counter play handed to them anything will seem strong.

    "The devs obviously thought a change was needed hence it has happened so your assumption that it wasn't needed isn't based on the fact it was but what you personally think."

    The devs have also made many poor changes in the past, so assuming that it was a needed change because they did it doesn't seem like good reasoning.

    Why would you not? the devs have stated multiple times that the data shown on the kill rates isnt used for balancing.

    They have stated numerous times that they use many factors and actual data to make balance changes hence its not a baseless assumption but an assumption off of what we have been told to be the case so it comes down to common sense.

    Overall you just dont seem to beleive there is a reason for some changes being made which is fine but thats something you personally feel. For myself when we have all been told multiple times they do infact have the data I beleive it. All I see is you are just arguing the point that you simply dont want to beleive.That then comes down to a trust issue on what you what the devs state.

    Yes some poor changes have happened, in fact many have but that doesnt mean this one is one of those. The last Legion and BT change was a bad change what I think should have happened was an addon change and many argued the same case. This one maybe they may have learnt from that mistake and why i said they could have decided to change some addons instead of the perk combination which would affect all the other killers.

    Just becasue you dont want to beleive something was needed doesnt mean it wasnt. Since we have no way of knowing the exact data they use then again it comes down to trust in the devs which you cleary dont have so no matter what happens unless you agree with a change then it will never seem to be needed.

  • Tool box addons need looked at, toolboxes are too strong especially with some addons.

    Personally I dont think the best tool box should remove more than 15s and the addons should be more about keeping the toolbox for longer periods and having easier skill checks to help with the likes of Ruin. it should be something to give you a little but they do give way too much atm.

  • The data is not conclusive as it has many factors which we cant see which can heavily skew it.

    Never take the kill data as the be and end all of game balance as it only proves what the end result was but it cant show what happened in the match to make it this way.

    For example if survivor players decided to just let themselves be killed each and every game then every killer would then be shown to be strong and in need of a nerf.

    Think outside the box as to why it could be this way, killing oneself on the hook as you dont like the map or killer, going for risky saves, not needing to survive to pip, wanting to be chased instead of doing gens, challenges changing the game along with the event of late etc.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/911133#Comment_911133

    "I never drew conclusions from any data that's an assumption in your part."

    "The fact is the data obviously showed it was working too well"

    Quite literally your quote, so yes, you did draw conclusions. You made an inference based on the data.

    "The data the devs have to make this decision is not what we have ever been shown."

    Since we have never been shown it you are completely making an assumption here. You are assuming the devs have data showing his over performance with those addons hence the nerf. We know nothing about that data so you cannot make this assumption.

    "It doesn't matter about the cooldown as blowing a gen has implications. They can teleport, pretend to teleport, may be close by, hit to put them instantly into dream world again etc."

    Those "implications" are as minor and insignificant as you think his cooldown is. He pretends to teleport, i step back and then continue on my way. Oh he got a hit? K i'll just fail one more, who cares.

    "Freddy rework was the best change any killer has had in a while and they can be extremely strong in the right hands."

    I agree.

    "'Sometimes changes are needed which you may not agree with but they are needed none the less."

    You have zero proof they are needed other than assumptions.

    "I notice you bypassed the question of would you prefer the perks or add-ons to be changed?"

    Actually no, I didn't bypass the question at all."This is assuming anything needed to be changed at all."

    My answer was neither.

    No I stated the data clealy showed it wasn't working as intended implying the data they used for the change. No where do I state the data they shared with us so again that's an assumption on your part.

    Yes I am assuming the devs have data showing its not working as intended but its not a baseless assumption as they have stated multiple times they do infact use data we are not privy too for balancing.

    It works both ways you have zero proof they weren't needed. Peanits commented above that working in combination with some perks made it slow down a lot so my assumptions seems more inline with the thought process.

    What peanits said

    "Have you considered combining it with other effects? Toss on swing chains and you've got up to 12%. Thanataphobia can add up to another 16% (total of 28%), and Dying Light can raise that up even further. And that's only considering action speed modifiers, you could also slap Ruin and PGTW on to slow generators down even more."

    On it's own, it's no big deal. But stacking everything together makes it way too much as I while you can say I made an assumption it was made purely on the fact the change has happened. The devs obviously thought a change was needed hence it has happened so your assumption that it wasn't needed isn't based on the fact it was but what you personally think.

  • The old ones still exist it just none were made for the newer DLC's.

    Fixes are constantly being worked on but it's not a simple process of change x to fix y. The game itself needs a lot of optimisation especially on console.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/911084#Comment_911084

    "While that may sound good on paper it means forcing someone to effectively give their location away which Freddy can then teleport too and also regresses the gen."

    Location doesn't mean much with how strong and numerous loops are. His teleport has a cooldown and his regress kick is getting instantly tapped away soon as he leaves. I don't see the issue here.

    "The fact is the data obviously showed it was working too well so again do you want them to change the perk or the add-ons?"

    This is assuming anything needed to be changed at all. You're also drawing conclusions from highly inaccurate data that was stated should not be used too draw conclusions, like you are.

    I never drew conclusions from any data that's an assumption on your part.

    The data the devs have to make this decision is not what we have ever been shown. To assume its off the last kill rates is completely wrong as they stated many factors come into play.

    It doesn't matter about the cooldown as blowing a gen has implications. They can teleport, pretend to teleport, may be close by, hit to put them instantly into dream world again, snare cut down loops a lot if you know how to use them etc.

    Freddy rework was the best change any killer has had in a while and they can be extremely strong in the right hands. Sometimes changes are needed which you may not agree with but they are needed none the less.

    I notice you bypassed the question of would you prefer the perks or add-ons to be changed?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/911051#Comment_911051

    Or just fail one skill check and his addons are non existent?

    While that may sound good on paper it means forcing someone to effectively give their location away which Freddy can then teleport too and also regresses the gen.

    The fact is the data obviously showed it was working too well so again do you want them to change the perk or the add-ons? See Legion for what happens when you change a perk instead of what makes it longer than intended.

    @bgbomb said:

    https://forum.deadbydaylight.com/en/discussion/comment/911051#Comment_911051

    why they need to change it?

    killer run multiple perk slots and multiple add-on slots just to avoid a 5 min game.

    i really don't see a problem here.

    and just like i say you can just wake up to counter it.

    Because it was obviously making it too slow from what they wanted.

    If they did this with Legion instead of changing borrowed time then it would have been a better solution for that character.

    It better to change add-ons than perks as it then affects all the killers not just the one who can make the most use out of it.

  • Becasue it wasn't just 9% as it was being used in conjunction with slowdown perks to make it more.

    Never look at one thing but the overall picture.

    So they had a choice to make. Change the perks of change some add-ons which would you say was the right thing to do?

  • @FabV said:

    https://forum.deadbydaylight.com/en/discussion/comment/910607#Comment_910607

    I thought numbers in DBD were not actual percentages but units (as explained to me in another thread by someone)

    That's why for example Stridor counters Iron Will :

    • Iron Will 3 downs your injured noise to 0
    • Stridor raises it by 50%
    • Normally : 0 + 50% = 0 so you shouldn't hear injured survs running Iron Will 3 even with Stridor
    • Actually : surv's noise is raised up by Stridor from 0 to 0,5 because Stridor does not add 50% sound but adds 0,5 unit of sound

    Same applies here :

    • 3 survivors is not 0.8-75% = 0.2
    • It is 0,8 - 0,75 = 0,05

    (edit : grammar / typo)

    Some are percentages and some are probably numbers but how it is written can be very confusing

    Take the old Enduring which most thought was a 50% reduction which would take it from 2s to 1s but it was a 50% recover bonus which ended up being 2÷150% which was 1.33s.

    Another example is pgtw. It's 25% reduction of charges currenlty done where as some thought it was 25% of the overall 80 charges.

    The iron will one isnt the same as iron will works off grunts of pain and strider off of breathing so technically different mechanics. While it sounds like you are hearing grunts that may be just how they decided to do the mechanic to make strider help with iron will. I would say thats more about a bad description than numbers and if breathing has some grunts not considered pain ones when Injured.

  • @thesuicidefox said:

    I might need someone to check my math here.

    I was going over some old clips and found some of my ORIGINAL Forever Freddy build. I didn't call it that, I called it Dream Catcher, and it was an old Freddy build consisting of old Dying Light, Play With Your Food, Haunted Ground, Ruin, Class Photo, Z Block, and Ivory mori. The idea was that you use Class Photo to find the obsession quickly, use HG and PWYF to catch them faster, hook them, then mori to add 25% repair penalty on top of the 50% sleep penalty. Z Block canceled out the extra 2 second transition and hid your build a bit (people say use Black Box, that gives away 100% what you are doing). Ruin buys you time to kill the obsession.

    Anyway I was doing some math about it because I was curious how strong it was compared to the modern Forever Freddy build and found something interesting.

    Here are some numbers:

    • Old Dying Light is -25% to repair/heal/sabo
    • Old Dream World is 50% to repair/heal.
    • Survivors perform actions at 1 charge per second.
    • Two survivors on a gen repair at 0.9 c/s each.
    • Three survivors on a gen repair at 0.8 c/s each.
    • A generator requires 80 charges to repair.

    So if you want to find out how long it would take to do a gen your formula would be 80/(1-0.25-0.5) = 320s (5 minutes 20 seconds).

    Which is a VERY long time but it get interesting.

    If two survivors are on a gen then the formula is 80/(2(0.9-0.25-.05)) = 266.67s (4 minutes ~27 seconds).

    A difference of about 53s.

    But with three survivors the formula is 80/(3(0.8-0.25-0.5)) = 533.33s (8 minutes ~53 seconds).

    So unless I did the math wrong, that means that doing a gen with 3 survivors under these conditions means you take significantly longer that just a lone survivor. I feel like this can't be right but I don't see where I could be wrong.

    Alas we can't even test this because it requires old Freddy and old Dying Light 😥

    You may be over thinking it with the formula as the math isn't normally that complicated in DBD.

    1 survivor is 1-75% = 0.25

    0.25 charges per second so each charge takes 4 seconds.

    4x80 = 320s so 5m33s

    2 survivors is 0.9-75% = 0.225 x 2 = 0.445

    0.225 charges for each person so its 0.445 charges per second for both which is 2.222s per charge

    2.222 x 80 = 177.77s so 2m57s

    3 survivors 0.8-75% = 0.2 x 3 = 0.6

    0.2 charges for each person so 0.6 charges per second overall which is 1.6667s per charge.

    1.6667x80 = 133.3333s so 2m13s

  • It's a known server bug where you can get desynced from it. They are working on a fix 😉.

  • It depends on a few factors.

    How many are left in game and how many gens have been done along with what perks you have and how good you are at unhooking.

    If there is 5 gens for example and someone kills themselves on hook or dc's due to a camper the chances of you getting them all done go down unless someone can run the killer for a decent period of time.

    Then there is the emblems as without saves punishing the killer can mean a depip and the last thing you want is to get in a chase with a camper if you aren't that good at running.

    To top it off I find most campers run NOED so punishing it gives them strength and I find they can slug once the gens are done.

    So you can lose boldness even from totems and altruism just from doing gens and still risk getting downed for doing it.

    Now if you have 5 gens up and the killer starts camping and they stay on the hook I am like yourself as I want to punish it and I do just stay on gens if the others also have that mindset. A flappy armed hooked person normally tells me they want it punished if I have been close and see the killer there.

  • The reason you stated you want it is the exact reason why it will never happen.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/908759#Comment_908759

    I had disabled crossplay successfully now and I'm still getting horrendous queue times

    It works for some but not all unfortunatelly and why the devs haven't stated it as an actual fix which helps.

    At least you have it sorted where you can turn it on and off now just in case for any future issues that may arise.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/909370#Comment_909370

    "other players can"

    I see ruin in like 80% of the matches. Usually, killer who don't use ruin get stomped in under 5 minutes. The only time a killer can come back is with noed at the end. But here again, A PERK makes the difference. OR potatoes. A solo Q Team of potatoes can get destroyed by wraith perkless. But that doesn't say anything. A very strong group will make a complete joke out of the killer without any perks. And even with perks, you will have a stressful and hard time to keep up. If you still think otherwise I would suggest you to provide some actual evidence to support your claim.

    It's funny how you try to make the point that this game is balanced enough to play perkless. This game, where an optimal team can pump all gens in 3 minutes, EVEN you find and down a survivor within the first 30 seconds.

    Where did i say any of that? The simple fact remains is that many don't need to run ruin and can do extremely well.

    I simply stated that using a perk won't make you a better player and it removes more learning as you become too reliant on it. If you feel you need ruin then maybe just maybe you fall into that camp.

    The way some talk is that they feel they should get at least 2k every game regardless of the knowledge or skill of who they verse.

    You will 4k, you will 0k winning and losing is part of any and all PvP games as sometimes your opponents are just better players. Yes SWF have an advantage which no one disputes but its evident when someone loses badly that they think do it has to be SWF but a good group of solo players can and will do better than a bad team of SWF players.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/908672#Comment_908672

    That's bs. It's not coincidence that ruin is the most used perk. Perks make a difference, a significant difference. Anyone who says different can't be taken serious.

    Of course they make a difference but that's not the point. It's about a need to use it.

    Take Ruin.

    If you feel you need it to do well and can't without it but others players can then what does that tell you? That says its not needed by higher skilled players.

    What all perks do is give someone more of a chance. They artificially increase someones skill level so they can reach a rank where it gets worse for them to play in and then they start to complain.

    Without it you will just get to the rank you should be playing at.

    It's not rocket science.

  • Just run unbreakable.

    I say this as I started and tbh I've had to use it once in around 20 games as no one has been slugging since I put it on.

    I've never run DS as I have always disliked the idea of that perk.

  • It is on the roadmap but won't come until sometime next year.

    Personally I don't think rank and matchmaking should be linked together as its always caused issues and an mmr system would be better with rank changing to a monthly achievement system.

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/908731#Comment_908731

    Yes, it won't let me turn off crossplay

    NA, Canada.

    11pm EST

    usually from 7pm-12am I get queue times from 0-5 minutes. The last week, they have been increasing and increasing now to the point of 40 minute queues.

    That's strange it won't allow you to turn off crossplay to try it out.

    It does only work when you click options from the main menu screen. If for example you chose survivor first and then go into options it blanks it out.

    It has worked for some but not all turning it off but anything is worth a try.

    If it's truly bugged make a support ticket as they can look at your case.

    https://support.deadbydaylight.com/hc/en-us

  • Some info the devs could maybe use.

    Do you have crossplay enabled?

    What region are you in?

    What time was it? (You said it was a night)

    I am sure there are match making issues along with the challenges making more people play one side along with regions being locked down with the servers on PC.

  • That's just using queues times to fit a narrative one wants to believe.

    Take this website where rank 1 killers out number survivors.

    https://dbd.onteh.net.au

    598 rank 1 killers

    1132 rank 1 survivors

    Now if you look at the queues there are more variables than just ranks that come into play.

    The main one which I would say cause the issue is the introduction of the tomb challenges.

    For example.

    If 100 killer players move over to play survivor you lose 100% of killer players so it makes queues longer for 100 matches so 400 survivors could be affected.

    If 100 survivors move over then it has a different impact as you only lose 25% of players needed so out of those same 100 matches 25 killers could be affected.

  • The whole game is about grinding each character.

    You don't need ruin to do well in fact it can stop you from learning the maps and getting better at mindgames gaining the knowledge needed as like any perk you begin to rely on it too much and if it's destroyed quickly you will be in the same situation as before.

  • It's the same argument when they use the same person's video's regarding gen rush and people state its not valid.

    How well one can play dictates how well you will do. The video posted by @Echorion explains it much better.

    All killers are in fact viable in the right hands. It's not about any specific killer but your skill and knowledge versus the skill and knowledge of who you are against.

  • They won't roll over to the next rift. You can still do the tomb levels for the bloodpoints but they will no longer give you rift fragments.

  • Bond is the better as unlike empathy it has constant aura reading without the need of someone else having to be injured.

    Bond helps you find others to get healed and work on gens along with if someone is in a chase within the radius. Empathy is good if you want saves ie flashlights or unhooking etc but it's a lot more situational.

  • It's not quite a simple as it seems.

    Gens can go fast but so a game can also snowball I to a 4k with a few survivor mistakes and end under 4m.

    Increasing gen times or the better option of another objective may seem good on paper but then you have to think about how people play.

    Take someone who cares not for pips and just wants kills. They camp and or tunnel so the game then has to have some way to punish this. This means increasing hook times for one and if someone is tinnelled off the hook over and over a way to stop this from happening without taking a perk such as DS.

    Balance isn't easy to achieve this game. If you look at some of the top killers they can 3 or 4k most games with anyone they play much like the strongest swf team can jave 3 or more escape most games.

    Now if you take the average player then they won't do as well in a match versus better players but what I see a lot is that many feel they should. This goes for both sides of the player base. Perks make this even worse as players who use certain ones will eventually get to a stage where they rely on them instead of learning without them. Perks can give one a sense of being better than you are and make you get to a stage where even they won't help.

    Maybe it's not the gameplay itself but instead more about what you used to get to a stage where you really don't have the skill or knowledge to play well at.

    The rank system and matchmaking imo are more at fault as its so easy to pip on both sides if you plau enough and you will be matched with players who have 20 or even 50x your hours. Skill is subjective but in a game where a 50h players can be matched with 4k hour players sometimes the game will be unbalanced not due to mechanics but due to game knowledge and skill difference and have no chance.

  • It is a bug that can happen after an unhook.

    It's not something in either sides control .

    Its very rare it happens unlike the basement bug which was happening a lot.

  • Make all challenges have a killer or survivor option and limit how many you can earn of each one per match. Say two of each challenge and then lower the total amount needed.

    It should help with queue times and stop some of the farming scenarios.

  • There are arguments for and against it.

    Keyboard & mouse v controller, enabling keyboard and mouse on console which upsets some who dont like that idea and also the difference in frame rates for each platform etc.

  • Maybe instead just make DS work differently when hit. Standard time is 30s and also blocks all aura reading. If hit within the 30s you get 60s as it is now. If you unhook within 15s you deactivate your DS.

    At least this way hitting someone and downing them wastes more time so actively punishes tunneling and going for the unhooker makes much more sense. It also doesnt punish a player for finding someone by mistake after another hook as 30s is not much time at all and also means using it for a quick easy unhook is pointless.

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/900869#Comment_900869

    100% old BT was easier to get success from if you soloqued because if you went to rescue someone you gained something from the perk and didn’t need to depend on anyone saving you just from that aspect alone. Players do know if it’s time to rescue or not by the TR and the only barrier of coordinating old BT as solos is knowing if other teammates also have it. Solos wouldn’t even coordinate current BT (knowing 1 person has it) because they’d simply want to be able to pip.

    The problem with “people could dodge” really needs to be let go by BVHR... They’re the only gaming company that assume guilty until proven innocent on their playerbase with what is a more casual based game than competitive... the only perk I could see as “dodge-able” is no mither... but then why not just buff it so that won’t happen. Less than 1% of people run the perk... if BVHR are afraid of (less than 1% of people*3) potentially dodging a lobby over the health of the game for what about 99% of players or so... that’s not weighing costs carefully. Also quickswitching does exist if people really want to play no mither or something like that without hassle from teammates.

    Well if I see someone with urban evasion and stealth perks.... I’m going to confidently assume they’re going to hide most of the match, if I saw perks like WGLF, MoM, Adren, Unbreakable, DS etc on a teammate I assume they’re going to run the killer around... if I see we’ll make it/BT... I assume They’ll want to make the challenging saves which means I’m going to sit on gens for most the match.

    I solo-que on R6S... and you’d be suprised how solo-players can adapt from minimum information to be made the most out of... sure still not on SWF level but still major improvement than before.

    That was until undetectable became a thing where BT doesn't work at all and you can't tell. It's been compounded with that status on stealth killers and now with perks.

    It's not BHVR that needs to let it go as if BHVR was on it they would stop killers dodging lobbies for items and skins. It's the players that hate being dodged for just wanting to use what the game offers. While you can get some use with certain info again it doesnt day much and most builds are brought upon by the meta and doesnt day how well they can use them. The bottim line though is should someone really have a hard time to find a match just because they chose to run certain things or who they are or what rank? That's the whole issue with dodging any lobby as like you said its a casual game so it shouldn't matter and we should all just play the game we are put into.

    While you stay on gens when someone is running we'll make it or BT not everyone will. Players want the bloodpoints and emblems so they will still compete for them. That then allows toxicity as just like people running inner strength can be upset when someone breaks a totem. You knowing someone has something to aid in a rescue they may feel you should have let then do it which isn't the case at all in this game.

    While RS6 is a team game DBD isn't. In RS6 you can win if one person manages to clutch and try as best to coordinate for the whole outcome. while in this game you want bloodpoints and the chance to pip and wether you live or die means nothing to those who manage to escape.

    There is quite a fundamental difference between a team game and this one as in a team game you will win or lose as one entity.

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/900778#Comment_900778

    Trust me when I say solos used old BT well back in the day... the general theme was don’t use it unless it’s the basement but otherwise sneak to save it... sometimes you do bring perks expecting not to always get full use from them like adren/unbreakable.

    Yeah there is 15 seconds of safety but there are other factors... if the survivor is already fully healed then only insta-down killers have a problem but they can M1 those... so it could be looked at as 15 seconds half the time. Then there’s bypassing the odd BT by being near the hook but actually having plans to go elsewhere.

    Other things that could come for solos is knowing what perks teammates are running which I hope is something that will come to DBD... I don’t see how it can be controversial in cutting the gap between solos/swf.

    Perks will always have a kind of over-benefit at times. The old BT would distribute power between solos more than current BT which retains all the power in SWF... being able to get 8 uses flawlessly is an issue.

    However BT gets rebalanced... whether the one I suggested is right... I do think it needs to become 1 time again to level out power and whatever the additional bonus is is something subject to balance.

    It's certainly food for thought about the one time use but it could also widen the gap between solo and swf a little as they can of course coordinate a save without it by having two full healed at the hook.

    I think the main issue is more about how powerful it can be with coordinated teams versus solo players. It's good for solo but can be heavily abused with swf. It's hard to balance for both sets of players.

    Seeing perks could be nice but also could cause them to be lobby dodged for those who don't use meta perks. It could also cause toxicity when some start to tell players what to run. Some like to change up builds and while swf will accept a friend using a meme, adept or simply levelling up a char with no good perks build others may see it as too much of a disadvantage and leave much like why the rank was removed from lobbies. More info sounds good but it's always been shown to be unusable in some way unfortunately.

    Seeing perks doesn't show any indication of the player's ability so what would it actually tell you? It comes down to either a team setup or solo setup.

    I wonder if a player with BT or DS simple had a different colour aura when you are hooked or they are slugged may be doable. A simple switch so you see yellow if they are down with DS and red when you are hooked when they have BT as they are existing colours already.

  • I prefer this one as the old one means you can get punished for not tunneling more as the rescuer has a free 15s window hit if they are injured. I do think the DS/BT combo being abused is an issue when they both have 60s of immunity especially at end game.

    The old one also being one time use only helped with camping at certain stages and could become less viable for solo as they cant coordinate someone finishing the last gen or opening the gate.

    Now a change that could be done is when you have DS active and you save within 20s the person on the hook gets the BT effect but DS deactivates for you. This is to stop those instant saves using both perks to have some immunity.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/896595#Comment_896595

    Say what you want, but every reply you make quite conveniently ignores the fact that this killer did not take a single swing at this other survivor while they were standing there pointing at me or before , during , or after the time they were removing me from the hook.

    He could have taken a swing at the other survivor while they were standing there pointing at me in the locker. Instead he walked right by them. Even if he didn't see this survivor walk behind him while carrying me to the hook he most assuredly saw him while he was removing me from the hook as well as after he removed me from the hook. This killer saw this other survivor more than once and had ample opportunity to take a swing at them yet he didn't.

    You can come up with any defense you want for the killer in this situation. The bottom line is he had plenty of chances to swing at this other survivor yet didn't do it, and there is nothing you can say that changes that.

    I already stated in a reply to you after you gave more details that it was actually classed as working with the killer!

    This reply was to tell another poster how a scenario can be done if you look at post I was replying too.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/895816#Comment_895816

    How would the Killer not know the Survivor was still there if the Survivor was right behind the Killer? Are you assuming the Killer just didn't think to check to make sure the other person was still there?

    If you run behind a killer while they are carrying someone and they dont turn round or hear you you can get into place and crouch as they hook so its not apparent where you are as you are hiding out with there field of view.

    I've seen it done many times and while the killer looks for where the scratch marks went and walk away a save takes place. Not all killers use headphones and some use pc speakers or the tv ones.

    It works a silly amount of times if they don't turn around carrying the survivor and don't notice, hear you or bump into you walking away after hooking.

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