twistedmonkey
twistedmonkey
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- twistedmonkey
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People generally do this to bait you into reacting.
You responded to them and it was on your mind enough to open a thread about it and belittle how they played. The message they sent you worked and got the intended response maybe even more than they thought it would.
It's best to just ignore those type of players 😉.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/767001#Comment_767001
Then again, I'm the rank 12 Survivor, not killer. Plus matchmaking put me into a match extremely fast.
As I said it should be a max of 6 ranks. You are 6 ranks away from the killer in the screenshot.
Your queue time doesn't mean much if they waited a long time. If the killer waited a long time their search widens to find them a lobby and eventually will pick who is available at the time hopefully within the parameters.
The match making isnt perfect and adjustments are needed which will take time but in this case there is an reasonable explanation for this happening.
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Each time you try there is a 4% chance without using perks or luck offerings to help.
That 4 percent chance doesn't change so it is always just a 1 in 20 chance to get off each and every try.
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@shalo said:
Yes, the example above is wihin their rules but this is the game I got last night, well outside the 6 level "hard limit", I reported it to the bug section.
Nice one. It's good go see people report these things.
I am sure the devs appreciate it as Peanits said there are some edge cases and it all helps to iron them out 😁.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/766974#Comment_766974
It goes further than 6 ranks, I can only assume the september matchmaker dev update has been rolled back without notice.
It is only meant to go six but that could be taken off the killers rank so as survivor you will see a larger disparity.
A rank 12 killer could have ranks 18 to 6 all solo players if they have to wait long enough but it should not be the norm unless there are very few playing one side and they had to wait a silly amount of time.
If you see any anomalies report them to the devs as it all helps.
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No I have all the DLC and keep them for cosmetics.
The bloodpoints you get are not worth it as I can earn the same is a few matches.
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It depends on your region and match availability for you and the killer.
Seems like the killer player could have been waiting a long time so it put you in there so they got a match.
The matchmaking can go a max of 6 ranks either way.
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DLC is the only part which changes gameplay. It's always better to charge for things that don't if they need more revenue.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/766200#Comment_766200
The game is literally survivors being kidnapped and brought into the entity's realm to be tortured. With the way things are...it's literally the opposite if you aren't playing has the Spirit, Hillbilly or iri-Huntress.
Actually that is false.
The game is survivors being brought to the realm along with the killers to play in a match and has a setup so the survivors have hope escaping a hook, escaping the match etc which is what the Entity feeds off. So knowing this granting a free kill woulsnt make any sense. The hatch itself does add to this as it gives more hope to the last survivor for the Entity to feed off.
It's a game played for fun. The actual reason for the hatch has been explained as it's not fun to have a game of hide and seek with nothing happening. It's complete waste of time. It's not about a free escape it's about allowing you to move onto the next match quicker. It's not about playing badly the new design is purely to remove a specific scenario that plagued the game for the longest time.
How does granting someone a free kill even compare? For one it goes against the lore by removing hope from people so less for the Entity to feed off, it actually does help to end the game when it's already over and it's an unfun mechanic and punishes someone for doing well.
While the hatch can be viewed as unfun it not about a free escape. It has an actual purpose which is a lot better and less unfun than the alternative which is looking around for that one person trying to finish gens or hiding around the map.
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https://deadbydaylight.gamepedia.com/Status_HUD
The link above shows all status effects in the game. I'd recommend reading up on them and the site in general as it is a great help to newer players.
Hope you enjoy your time in the Fog and happy surviving/hunting.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/766046#Comment_766046
Not this kind of situation.
Yeah but the hatch isn't designed as a free escape like you think hence my comment being a bit sarcastic showing the other end of the killer does well and doesn't have to hook the last one (sarcasm doesn't translate well in writing of course 😛).
The mechanic was by design made to end the game and stop it from being prolonged for a silly amount of time.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/766033#Comment_766033
"This never happened to me...assumptions"
Dude you're the one who brought it up. Also no EGC was made so survivors couldn't loop endlessly once the gates were open.
It had nothing to do with the hatch, the rework wasn't even released at the same time. Lol
The hatch closing mechanic as introduced with the egc. The original hatch closing test caused hostage situations so they went back to the drawing board and came up with the egc.
The whole idea of the egc was to end the game quicker for both hatch standoffs and players staying in the game after the gates were opened.
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There's it's called the egc it's just timed. You dont have to chase, down or hook anyone you just have to close the hatch and protect the doors.
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The hatch is just a way to end the game quicker. If tounclose it 50% of the time in your scenario I think that's a pretty balanced mechanic.
If you make it more difficult or one sided then it can prolong the game instead of ending it. Adding your suggestion would mean there is no point to a survivor going near the hatch when a killer is close leaving it up to the killers choice if they wish to prolong it.
This can lead to three scenarios.
The killer finds the hatch and stand their not closing it. The survivor waits for the killer to move hiding from a distance so both parties are just sitting there doing nothing. As it is now kilkers want to close the hatch as a survivor can be sneaky and take the chance and make it.
The killer stands at the hatch while a survivor does a gen showing the killer where they are. Try evading and get to the hatch first or killer closes it knowing roughly where they were.
The killer closes the hatch and starts the egc or the survivor finds it first and escapes.
Number 3 is the best case scenario as it forces the game to end.
After years of hatch standoff's the devs came up with a system which removes them and I really don't think a change to make it possible to prolong the game again is a good idea. It's a game just move onto the next match.
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/762738#Comment_762738
My end was a lot darker. In the story mode it would follow the survivors until they lost all hope and were cast to the void as soulless husks
Sounds interesting. Maybe it could happen to killers as well.
The husks are shown to include famous killers from all the previous centuries and folk lore are revealed with some well known and less known survivors from those same periods.
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Always report in game and if you forget or feel more info is needed use the link below.
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I would like the lore to lead up to an ending but.........The ending isn't real it's all a just a twisted dream.
One by one they start to escape the entity into a new realm which they beleive to be heaven. After years of suffering everything is peaceful with friends and family around but things start to feel wrong and the faces of killers appear on loved ones as they slowly wake up to the reality of their situation.
They soon start to realise the Entity still has them and has moved them to a bigger scarier realm with maps that change and evolve as the game progresses with more ways to die and more objectives needed to escape.
All the stories end with Dead by Daylight 2. Hope leads to even more suffering.
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Gens and hooks are the main in game objectives.
The overall objective for survivors is to do whatever you can to ensure escape.
For killers it's to do whatever you can to sacrifice survivors.
Totems then become an objective to reach the overall on as you don't want any surprises.
Pips can also an objective out with the game but that's down to each person's viewpoint.
The hatch has always been in game. It's design was to end the game quicker and probably also a way to help those matched with random players.
Both sides have made up rules and why if you do or use X I will do Y is a very common viewpoint on here.
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No I play how I wish.
I don't camp, tunnel or use perks like NOED. Not because of some made up rules but because I feel I learn more by not doing them.
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That could work to offset it but certain conditions would need to come into play. Number of gens left for one.
Also to stop deranking if they DC more than twice in 2 hours they lose no pips and have to play in rank 5 levels above the norm for 5 matches which grows more per rank and matches per DC afterwards👍.
The game would have to be stable but it's a thought.
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Some are having issues and others are not and exactly what these tests are about.
There is no need to ever be rude to someone for posting a different experience than yourself as what works for one may be broken for another and that is exactly the feedback needed to help make them the best they can be for all the player base.
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Players dislike certain things and it causes a reaction when used versus them.
You need to read up on the rule handbooks for either side 😉.
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The same happened when brand new parts were to be nerfed. Now that was a fun time 🤣.
It's natural for players to do this but I'd just smile at the thought of those using up those strong add-on so less will be in the game soon when the upcoming changes arent really that drastic.
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No that's not being held hostage as the others could have left and left them to die with the egc. They also moved and hit someone else within 2 mins. Thats shorter than slugging and leaving someone to bleed out or the egc coming into play.
It looked like they used it as a strat to lure others in and it worked in this case.
Hostage holding has to be done in a way where someone would be trapped for a prolonged period with no way to end the game apart from dcing.
This could be done in that scenario as an example if no doors were open or there were gens to do, someone was slugged, bled out and they then held them there as the egc wouldn't activate which can only be done at a very specific spot I believe and almost impossible to pull off unless the stars align with mercury.
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@LordLoboX said:
https://forum.deadbydaylight.com/en/discussion/comment/759912#Comment_759912
Sooooo, you're saying there's a chance?
There is always a chance for anything and everything being added.
The last we were told though is that it wasn't on the priority list so that chance could be a long time off.
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What he was trying to convey to you is due to the issues on console when playing killer a survivor doesn't have to be good to look that way as it can be easier for them and more strats like the 360 work.
PC survivors it's far less forgiving and any killer with a slight knowledge won't fall foul to them.
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I personally find quite a difference playing mouse/keyboard over controller due to how quick i can do camera movements.
With controller being analogue the overall movements feel more clunky for myself.
Each side can think the other is bad but if you read the forums enough a lot of people fear crossplay with console an pc due to the direct input of a mouse and keyboard 😉.
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Holly's chainsaw is good in the open and if he is semi close to you. If they are at a distance it's easier to avoid by moving left or right with the right timing which can be dependant on turning add-ons and the reactions of the killer but highly doable none the less.
With both killers being close to objects is a big weakness. Billy unless it's Insta saw will have to charge which allows you to look more.
Leatherface well good players can do well with him but he is highly susceptible to looping and doesn't have great map pressure. If you are out in the open and he gets close accept your fate. Yes a 360 can at times avoid his chainsaw but any competent players will generally follow your movements and down you.
Always try and keep a distance with these killers as that is when they are at their weakest and the powers are avoidable.
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Devs release servers on live. They turn out buggy and the forums blow up.
"Devs why didn't you test them more!"
Devs test them on live to make them be as stable as can be on live.
"Devs stop testing servers on live"
Doesnt look like they can really win either way tbh so they are doing what needs done to make them the best they can be.
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Never say never.
Nurse took a long time but Legion took 5 months nd Freddy took a week. There is no set time frame for changes it hapoens when it happens.
Anything and everything is subject to change and the devs do it when they feel it's warranted.
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It may take a while, it may take a month or two or slight changes could be done in weeks who knows.
Nurse took a long time and Legion took 5 months.
The devs change things when they feel it's warranted and anything and everything is subject to change at some point.
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I don't think it's quite that simple.
To get them to a stable state they put them on live for testing and gather the data. They then have to see what the issues have been and make tweaks to them before testing again. There is no set time for how long that can take after each test.
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I think its too early to tell an exact tier as for many it will take time and she will need to be learnt again.
Many instinctively knew how and when to use her blinks for best results and predicted perfectly where survivors would be and this change can alter that by quite a margin but over time once that comes back I think she will still be above the rest in her own tier.
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A battlepass is by definition the pay part and when it's aimed at casual and hard-core it just means the reward a you can earn on the pay tier should be able to be earned by both sets of players.
Casual and hard-core don't mean free of pay it's a term for those who play differently or lack of time to play.
You can earn some cosmetics but like the store with some cosmetics you cannot earn the top tier ones by playing for free.
The content in the pay pass was never meant to be free it is an extra addition which is being made soley for the revenue stream. Much like any battlepass you will not be able to earn them unless you pay to join the tier. It's exactly how every battlepass works and why they were designed.
To be fair its coming over that you feel entitled to the cosmetics the devs are making for this pass. We should never feel entitled to free items someone has to pay and work for to produce.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/757485#Comment_757485
So because BHVR has too make money, the majority should be forced too pay up for content that should be accesible for free if you play well? Again, if you don't participate but want everything then you can pay for everything, but a casual player should be able too unlock everything for free if they play right and smart.
I don't actually agree with this.
While I think casual player that pay should be able to complete the pass I don't think simply grinding should enable you to get it all for free.
The cosmetics are an extra that they employ a team dedicated to work on purely for extra revenue. They are not part of the game ever needed to play.
Since cosmetics are never needed ir change gameplay no one is being forced to pay for anything. You can chose to do so or not.
Cosmetics have become the way for a company to bring in that extra revenue instead of increasing the costs of things deemed needed. Its a much better way to get revenue as it allows more players to get the actual content that can add to gameplay at a lower price.
Players can still earn some for free just by playing along with doing the challenges which reward extra bloodpoints. I personally hink that model is more than fair.
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Gave my critism and concerns along with positives.
My personal concerns.
People actively not playing the actual objectives to do challenges instead.
The grind, while grinding is fine overall for the rift and challenges i dont like perk dependent ones. Some players without perks and possibly buying from the shrine (may need to grind shards) or buy the dlc to get the perk (grind for teachable) still have to then grind for a chance of it to appear before then grinding for the challenge. Its adding more grind and I think they should be based of what people have currently to use in game more than needing something extra.
Dcing issue can be problematic for some challenges where multiple kills in a match are needed. Adept achievements fell foul of this with some killers and it can cause a lot of frustration.
I like the concept of it all and it looks promising but I feel it should be more accessible for the masses if they want to gain maximum sales for the passes.
Might not be popular but maybe the auric cells being part of it is the main issue as they do need money coming in and not just having a one off payment indefinitely.
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Many things are due to bugs but they can be bannable as using exploits due to a bug to gain an advantage is against the game rules.
It does technically fall under the exploit category as you are doing it willingly and in very specific spots on the map. If a lot of reports come in with video evidence it wouldn't surprise me but no one can say for certain apart from a dev. I'd say it's a case of do it at your own risk much like any bug as the stance can change at anytime.
Exploits: Abusing bugs or errors in design to gain a competitive advantage
- Advertising exploits
- Exploit bugs, errors in design, or undocumented features to gain access to what otherwise would not be available or to obtain a competitive advantage
- In-game report REQUIRED / Customer Support ticket OPTIONAL
I will say never abuse any bugs and report them so they can be looked into and it's quite a bad practice to employ in a game.
@Peanits should be able to shed more light on it.
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I am not a huge fan of making challenges take one match and think all of them should be spread over multiple ones and incorporate normal play scenario's.
Opening doors, multiple hooks, gens done, totems, chase times, using powers etc are all fine but I don't really like the perk ones as even with the shrine it means if you don't have enough shards to buy it you can't complete it.
The system should allow people who buy it to use what they have at hand imo.
I fear it will change how peoole play and detract from the normal gameplay causing other players to be disadvataged when someone wants to complete their challenge.
I think the archives should be a system that gives people rewards just for playing normally along with a sense of feeling like the goals are something they can complete over time rather than trying to force someone to do x, y or z which can ruin someone's else match.
The NOED one for example seems like a bad design along with the basement hooks as this could cause extreme frustration if survivors dc as it's still a big issue.
I hope they take some of the feedback given by reasonable people.
Deathgarden fell foul of this with challenges and have had to change them a few times. It was frustrating when you saw a runner constantly run up a cliff over and over to get the X meters cliff running challenge for one example and once finished get themselves killed and move onto another.
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Yes i like exclusive skins.as it's something special you earn and cant buy.
I don't like giving them over a short period though. I think events that had these should really have been around 4 weeks to give everyone a chance but remove the bloodpoints bonus and other features after the two weeks.
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I don't main any killer as they all have things I like and play whoever I feel like at the time.
Survivor well I mained Claudette for a good and then Meg, Jake, Dwight onto Feng, Kate and then Ash
I'm a bit of an altaholic 😛.
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I tend to try for the middle gen if possible.
If I see all the others are on one side of the map repairing then I move to the other to try and spread them out.
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Normally not as the dev bans esculate in tiers you can read the rules here.
https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
You can always make a support ticket using the link below and ask about it if it's a dev ban though.
https://support.deadbydaylight.com/hc/en-us
If it's an eac contact them direct using this link.
https://www.easy.ac/en-us/support/game/contact/appeal/
I wouldn't go into anymore detail as that is not allowed on here 😉.
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What do you mean a refund after being banned and appealing?
I have Never heard of that happening.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/754619#Comment_754619
I'd agree with the Plague pallet interaction if she was actually able to get her power off in a normal game. I think the one where she gets it every time a gen is done should be base-kit, or have something that gets increasingly worse the longer you let yourself stay broken so you actually have incentive to cleanse at least once during the match.
Right now you get it maybe at the end after the gates are open for 5 seconds while they t-bag you on the way out.
But then you are giving her the extra power just by survivors doing the objective which doesn't make sense. That would be like making survivors take three hits for hooking them and why Mom was a bad perk initially as we all saw the results.
Corrupt purge is the peak of her power. Not cleansing is a counter play used by those confident to run around injured which leaves them with one health state just not vulnerable to going down from a distance.
@Financial_Stability said:
https://forum.deadbydaylight.com/en/discussion/comment/754619#Comment_754619
It's not a 1shot though. I don't get why people call Plague's corrupt purge a 1shot. It's just that it can be done in quick succession.
One shot down was in reference to them being broken at the time as most are. Her corrupt purge allows for this from a distance easier than other killers and as you stated a really quick down when they are at full health as her power doesn't need aiming like Huntress it can spam a wide area over and over while the timer is going down.
It's why Myers having a timed one shot doesn't get taken out by pallets as he has a chance to be counter played at most of them at his strongest.
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I think consistency overall can work well but I do think certain conditions with add-ons could and maybe should change them up.
Take Myers the biggest change undetectable makes is to his EW1 build. A simple fix is to remove undetectable when using those add-ons so it gives more options.
Plague I can understand the consistency with pallets as she has a range attack so to be able to one shot down someone after a stun from a distance makes that stronger and more viable than the standard M1 killers with timed one shot downs like Myers.
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Iron will, urban evasion, spine chill (due to undetectable change), dance with me paired with Lithe or quick and quiet, calm spirit, bond can all do wonders.
Knowing when the killer is coming along with when others are in a chase really helps with stealth play. Not making noise is also a huge factor especially when doing actions or injured it also is great for evading if found.
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Having a game where I had fun and feel I played above my normal skill level. I strive to become a better player in all aspects of the game.
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While making stealth on these killers more viable is something that should be done as one swf user with an aura perk can negate the killers movements.
There is one small thought though as it does increase the gap between SWF and solo when they have been trying to reduce it. If one SWF member sees the killer then comms tells the others where they are anyway. It makes me think if certain conditions such as these could be done by what option you chose to load in with as survivor and if that would help close that gap a bit and not nerf solo more than the main problem.
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@Nekoo said:
https://forum.deadbydaylight.com/en/discussion/comment/754288#Comment_754288
While I agree that people tends to use what is considered the best, it wouldn't be this bad with the right measure.
my post is giving out the frustration killers has when they step out of that comfort zone.
Why are we getting punish even when we win with low tier killer?
We get t-bag and disrespect for days already, and when we deserve a win we can't even get it?
That gives frustration and drives people to seek out revenge, if that make sense.
I have been playing some low tier killers at rank 1/2 lately, and this happen MORE than 50% of the time when I win, I don't pip because everyone dc,
now, tell me a reason that I should even continue playing them instead of nurse spirit billy?
The choice is yours to play who you wish. It's not about what this or that person does it about how you want to enjoy the game but not playing a killer you enjoy simply due to how some react is cutting down on your own options.
In a game which has many abilities a meta always forms no matter how hard the devs try. Any game which has perks or abilities people strive to push for what makes them stronger and use the build that does.
You can't change a mindset of someone and people will always act like they do in multiplayer games it's been like this since they came about. This is why you have an option to ignore the end game chat.
Killers can BM also which can be viewed as camping, tunnelling, slugging or hitting on the hook. While most of these are legit strats and should be accepted there is no doubt they can ruin the fun experience for a lot of players. Likewise looping, tbagging, gen rushing, certain perks annoy killers but it's all part if the game. T baggers tend to want to enrage you as players can do worse when angry it's a neener neener scenario which most learn as kids to ignore.
So each side has frustrations not just killers so we viewing those as a whole and not as a one sided issue gains us more understanding and allows us to be the bigger person and just enjoy the game no matter what. Overall it's how we handle them that matters the most and seperates us from becoming what we loathe as by letting them get to you and changing it makes us one of them.
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It is a good perk but only once you know how to best use it. It can negate certain powers and give a burst away at the right moments or rush in for a hook save.
The only aspect I dislike is it can cause a lot of players to walk around and keep it for that right moment so they aren't as efficient.