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twistedmonkey

twistedmonkey

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  • @Lithuanian said:

    https://forum.deadbydaylight.com/en/discussion/comment/686459#Comment_686459

    ehm, it's saying battle pass is accesible via playtime and not rewards are accesible via playtime :/

    Yes but it says paid and then earnable via playtime underneath.

    The blank boxes to the right once filled are simply what you would earn while playing after paying. This is just to indicate that you have to play the game to earn the rewards shown.

    Who knows they may have a way to buy it via shards but they haven't stated that at any point. We can only hope.

  • It's probably due to you also having to earn the paid rewards by playing.

    Battlepasses generally just give you more items quicker or better ones than the free track.

  • I am not a fan of those notifications either.

    Personally I would rather not know if any hexes were active or NOED as they have signs if you actually keep an eye on the game.

    Maybe keep them for ranks 20-16 so people can understand the effect and add a tutorials showing the list of perks stating what they do.

  • Wraith for me seems to be designed with some Predator influences.

    The cloak and also his weapon having a skull and backbone much like the Predator pulls from bodies.

  • Just because the killer can be strong in the right hands that doesnt mean the match you were in had a player behind the screen capable of making them that way.

    At the end of the day players will ultimately play how they wish too so just move on and play the next match it is what it is. People shouldn't call others out for playing the game they bought how they wish within the rules.

  • Wraith I can imagine being able to cloak and walk around. True stealth game play 🤣.

  • The last response was they have no immediate plans to do anything with Legion as the stats show they are in a good place.

    It's a hard power to balance as it always tethered on the edge of OP/UP. Easy free hits aren't good for the game. The current legion removes that aspect it's just they aren't that fun to play as now.

    They could do with a freddy type rework imo but that will probably be way down in the list if ever.

  • @Strange said:

    https://forum.deadbydaylight.com/en/discussion/comment/680790#Comment_680790

    As you say my dude (?), I'm just telling you my experience with it, doing it myself or seeing how they do 2 or 3 gens in 5 minutes with my ruin on is not particulary good (rank 11 for now), and yes I have decent matches even so, usually ranking +1, but that's not the case here, we talk about a trick to fool the hex, and you don't lose time doing it, it's the same without risking the progress with a failed check.

    As others here say, a little fix to it wouldn't hurt, ruin is class S perk for a reason and you need to work around it as survivor, hitting great cheks or destroying the totem, nothing more.

    The devs stated gen tapping is ok and doesn't need fixed as ruin still does its job of slowing the gen progress down.

    In practice you are faster not gen tapping and just powering through it so you actually want them to tap.

  • Insidious is the only perk I would really change atm (not nerf rework) as it still promotes a playstyle the devs are clearly working to get away from.

    I would rather they looked at items such as Insta heals/downs and Mori's and keys as these are worse in terms of balance imo.

    Insta heals I would change to an overtime heal say 30s. Insta downs maybe it gives a bleed out effect over 30s which goes down in a chase so you want to evade asap. An Insta heal can remove the effect but it will not heal you.

    Mori's I would add more conditions like it works on injured players instead of those downed like the Myers addon so it gives you a good reason to stay healed (could help with non heal meta and prolong the game). Also they must be hooked at least once as it is but also another survivor must be hooked in between so you cant just tunnel or camp to use it. The offering will be truly secret and not shown on the load screen at all.

    Keys only one person can escape using it and the hatch closes instantly. The key then respawns in a random chest so others can find it again.

  • Unnerving presence - It makes sense you would be more affected doing an action when in the killers terror radious. Maybe add some of overwhelming's item penalty to toolboxes also.

    Kindred with maybe a 8m radius.

    Deer stalker with a 6m range.

    BBQ and WGLF but only 50% at base and the perks take it up to 100% with the added aura for killer and on Survivor it blocks the aura from being seen of the one rescued for 20s.

  • There are the rumours that it will be $11.99 and I think dollars and Euro are around the same price on the steam store so that's what I have in mind for now. Can't go wrong thinking it's more than normal and if it turns out cheaper it's a win.

  • Very kind as always 😁

    Good luck to all those that enter.

  • They used too but unfortunately they tend to breed like wild flowers and it just created more and more work for the forum mods.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/678183#Comment_678183

    Is bhvr careful about saying a date because you are still working to change and fix a lot of stuff or is it something because of licence and Netflix? I would guess bhvr agreed with Netflix that Netflix wants to announce the release?

    Well, how I know business and Bhvr you aren't even allowed to tell us even that

    BHVR never tend to give out dates anymore until it's 100% ready and set in stone as in the past even a hint of a date being said was met with many posts from unhappy people complaining if what they said had to change due to unforseen problems.

  • That was the plan but of course that all depends on how the PTB tests went.

    I personally would rather they delay them if they are not up to a decent standard for most players.

  • @SadonicShadow said:

    https://forum.deadbydaylight.com/en/discussion/comment/674497#Comment_674497

    this is pretty much the crux of my argument for static maps though. With a static layout the maps could be designed in such a way that there would not be overly safe areas. Each part of the map could be carefully analyzed and balanced in such a way that every area of the map is a fair playing field. It would not matter if a player memorized the layout of each map. All that would matter is that its designed to be fair for both sides.

    They are already planning to rework the maps to remove the really safe pallets and make all of the be able to have mind games at.

    Making the maps static won't really do much then and the maps just become more mundane as like I said peoe learn what areas have a better chance at so those start to become the go to areas.

    Think about it some maps are pretty static apart from pallet spawns and they are some of the most complained about. The new Badham for example people like more.

    Randomness is a huge part of what gives this game a fresher feeling each match from perks, items, maps, offerings etc.

  • Hopefully it should get fixed with dedicated servers since the killer will no longer be the host as this problem seems dependant on how they dc.

  • I prefer the rng maps.

    Static maps would just make it easier to know where everything is which people with lots of hours can already do by memorizing certain tiles but at least when a map loads they don't know exactly where all the safer spots to run too are and where a pallet/totem will spawn.

  • Ignore it. Most of the toxicity talked about is just people that tbag and want chased following you around. I'd rather let them be that way as the tbaggers get cocky and the followers aren't on gens.

  • We only ever see a handful of the devs streaming now and again within the team. They also have lots of twitch players they speak too. Not_Queen is a great player who started off as a streamer and ended up being employed by BHVR and has done amazing work for them along as the community.

    Take another streamer Hexy a killer main with thousands of hours in the game who actually hates to play Nurse as he thinks she is incredibly broken due to her ability to ignore in game mechanics and generally only plays her if someone asks why he doesn't just to reiterate his point.

    Nurse has a love hate relationship with the comminity and while without addons I personally think she is fine that doesn't mean to say she is as thats just my opinion.

    PC Nurse is also a lot easier to play than console and I mean a lot. If you are doing well with her on console i take my hat off to you as I for one can't do whats needed with a controller. Too many years with a mouse and keyboard.

    Maybe the problem then is more to do with balance patches being all for one in that regard as the change will be primarily for PC players where she is strongest but it could hurt console players more.

  • @MasonMyers69 said:

    I've just recieved a ban for "Exploits:Abusing bugs or errors in design to gain a competitive advantage" however, I have 1900 hours in this game and I've not abused or used a single bug. So I'd like to know why this has occured, since I've not abused a single bug.

    I would also like to know if it's perma or just 24HR (never been banned before)

    You are not allowed to talk about or discuss bans on the forums.

    You need to contact them direct at https://support.deadbydaylight.com/hc/en-us that is the only place you may get some answers.

  • The killer seems to be in a good place atm but it's only been a few hours. Mind game potential and map pressure are there.

    I think the did an amazing job with the animations. When his head opens like petals, when he digs into a portal and when he is emerging all look fantastic.

    The sounds also are quite scary and well done.

    I am pleased with him right now but again time will tell once everyone gets used to playing with and verse them.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/667195#Comment_667195

    You should know I specifically mentioned this to be my day 1 opinion , also it cant be considered fair when the balancing has been formulated around the killer having no delay..I'm merely highlighting the issues we already face and bringing them to light early

    Which is why I said give it more time. It's a test server for a reason and things are not working 100%.

    Survivors are being hit with latency just as much as killers right now and again it's because it's a test server. All data is needed so they can look to compensate for different situations.

    Killers can lag just as much versus some survivors even if they are the host as p2p doesn't mean you have a perfect connection to them. If they have an unstable ping you can be at just as much of a disadvantage.

  • The perks are there for testing and anything and everything is subject to change as always. Wait until you have a good chance to play with and verse them before giving feedback as not everything on paper is as good or bad as it seems.

    This was always going to be the case with dedicated servers but it works thus way for all now. Think about it before you could hit someone on your screen but on their's you were 8m away. While it may seem unfair to start with it's actually more fair and removes posdible lag switching scenarios.

    The servers aren't final and still need a lot of work done. There is no word if all are being tested or only specific regions or what number which means you could very well connect to one further afield. A lobby indicator of what region you have connected too would be nice.

  • This scenario is exactly what the ptb testing is for. They need feedback to try and iron out these issues.

    It would be good to know what regions thw servers are up in and an indicator in lobby of what server region you have connected too as the ptb may only have a few so you could get connected to a further away one than normal.

  • Remember the Obsession can change so even if the obsession dies its possible to still get the benefits when another becomes it.

    If anything it has more value for tunneling and eating DS which is a bit strange as it goes against what DS is designed to do be anti tunnel.

  • The reason it's underated is most prefer to run the killer rather than try to escape them and can't fathom that stealth can be viable.

    I always run iron will it's my one go to perk, it's amazing how many times corner juking works.

  • The reason the dont do it is the ptb isn't just to test out the dlc and see what its like it's to test the patch which the dlc comes in.

    If there were infinite bloodpoints people could always use the best add-ons (they can do that with how it's setup but it's more of a pain) the new perks wouldn't be tested at all tiers and other chars probably wouldn't be used. The ptb is to test the game in a semi normal environment with many factors so those that save up bloodpoints test aspects along with those that dont.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/662984#Comment_662984

    Sorry my mistake, I've meant DCing for the hatch. Suiciding for the hatch can already be prevented by not hooking said survivor.

    Disadvantages of suiciding farr outweigh the benefits. I wouldn't be making this thread if I didn't get constant streak of baby players ragequitting via hook suicide. I find this way of leaving the game problematic and in need of fixing.

    And if they do suicide againt that LF they give him exactly what he wants. Free instant kill so that he can go hunt another poor soul and he'll keep on doing it since he will think that "it works". What needs to happen in that situation is that nobody comes for the poor souls while he heroicly keeps the beast at bay and allows them to do gens. If they run into him they'll learn the hard way what the right call was.

    Even in killer games it hardly ever matters if survivor suicides to give another one hatch. But whenever I play survivor I matter really a lot if the first person decides to suicide since they got downed early and they don't want to risk DCing so they suicide to they can "DC legitimately".

    And loopholing this DC feature is what I'm trying to argue about here.

    I wish time out system was implemented. It would be at least something but no luck here yet. I hope that dedicated servers will help with DC issue but mark my word if they do, surviors who abused DC feature before will only switch to instant suiciding which is almost the same but without punishments.

    That is why I think the devs need to look at doing something with the husk system so in the scenario of that leather face the survivors could then see the survivor was no longer in the game and dont go for the save. SWF already have that option afterall.

    Insidious is one perk which I think promotes a way of playing the devs are trying to discourage along with some others like dying light so overall it could do with a rework.

    Personally I dont see many suiciders on the first hook and it generally only happens when its met with a reason. Dcing is the bigger issue but once that is dealt with who knows if suiciding may increase in theory it will as you say. I think in part the increase possibilty is why the husk system is also being implemented but until we have more details on it we cant really comment if its going to help.

    I have never really agreed with removing someones game for using something which is available, esculating temp bans sure but never a perma. The only reason I think a perma ban should be issued is for hacking/cheating. I thought in the past serial DCers should be put in a lobby much like GTA V where you wear a dunce hat but time out is certainly a much better option.

    I look at punishing for usng what is a feature and think about those that ask for a punishment for campers/tunnelers as they can also ruin the game for the person hooked but imo its always better to disuade people from doing so and for the devs to make it beneficial not too.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/662806#Comment_662806

    We don't know how the husk system will be implemeted and how easily it can be abused from killer's side so this is still legitimate problem. I higly doubt they will created the husk that is able to stay alive during the struggle phase.

    Depends on how well the system will handle it. Right now suicing is legit way to DC every match without ever getting any kind of real penalty. I find that to be a problem.

    I fully know why it's there. What I don't know is why abusing that system is bannable yet doing the same with 10s delay via "game mechanic" is not.

    Problem is that only real difference are those 10 seconds it takes to suicide. Maybe you don't encounter suiciders as much as I do but it's really not good experience and it happens far more then it should. Devs want to promote healthy gameplay and suiciding is definitively not healthy gameplay. Especially since surivors do it from spite and not because of real life problems.

    Then why do you think suiciding for the hatch will be fixed with the husk system? Surely it just means they are then left in game on the hook so them leaving at anytime won't have the same impact as the killer won't know and it hurts those who wish to camp. We don't know enough but it would be good to let a survivor know if it's a husk of real.

    It's not abusing a feature it's doing what the devs allow you too. There is a major difference between that and dcing as dcing removes the chance for bbq stacks for just one example and allows the killer to freely go after the others while suiciding has legit benefits and strats.

    Take a camping leatherface with Insidious or any other killer with 1 down or make your choice etc do you think it's fair for people to be punished for seeing someone running in a deciding to not let them have the same fate?

    Just because a few people use it for reasons unintended does not mean they should ban for it as that removes the legit reasons also. This is probably why the husk system is coming so the players can combat certain playstyles the devs are trying to discourage.

    Dcing has only one legit use which is real life, dcing is not a feature of the game to combat certain strats it's abuse of the system.

    The only other time a player can be excused from dcing is due to them being caused by internet issues or bugs (not intentional) and why a time out system is better rather than banning imo as it gives time to try and sort anything out at your end.

    Dedicated servers should help but they will not be perfect even for dcing.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/662745#Comment_662745

    • As I hinted we can rework stuggle phase so it doesn't require pressing anaything.
    • Suiciding for hatch will be resolved by the husk system with dedicated server so that won't be a problem soon, if it actually happens. (but good idea nevertheless)
    • They also gave us buttom to DC from the match but if you do it far to much it's punishable and since suiciding on hook is very simmiliar and ruins the game it the same way, it should be either reworked or treated the same.
    • And I think this "mechanic" is incredibly dumb and exists far longer then it should. It still promotes bad behaviour and screws over your teammates and even the killer if they want fair match. It needs rework so that players can't abuse it like they do now.
    • Devs also stated that infinites required skill back in the day. It actually is pretty much the same as DCing. Designed time for dying is 2 minutes you are obliged to give at least this amount of time to your teammates and act as bait/diversion. It needs reworking so you can't ruin other's matches and get away with it so easily.

    Then there is no issue and no need for this thread if the husk system sorts it all put since the player still need to be hooked twice.

    What's the point in punishing people when an system is coming to make it less impactful?

    The leave button is there for real life issues and why it takes many dc's to be banned this has been explained numerous times. It's the abuse of it that is the issue not it's function.

    An in game mechanic is entirely different and a choice they gave. Much like the leave button but it was being abused so the fact they have banned for a long time for abusing that tells you all you need to know about how they see a difference between dcing and suiciding.

    Personally I have stated in other posts I would like the mechanic to be removed as its not a great feature but that is my opinion only, removing the option would solve the issue but since they have decided to leave it that way to punish for it would be wrong.

  • For a few reasons.

    They can't determine why someone stopped struggling and lag can be a major factor so to punish would not make any sense.

    Suiciding to give the hatch is fine so where would the line be.

    It's a game mechanic and they gave players this choice so to remove that choice wouldn't sense.

    It's not abusing any feature it's a game mechanic which allows you to let go and leave the match.

    Unless the devs change the mechanic it's no where near the same as dcing as the devs themselves set this up so players can decide if they want to stay or not.

  • Myers he has presense that players feel more and causes them to stop running around low loops and try to break los more.

    Ghostface can be strong but his power is too inconsistent. Sometimes you cant get him out of stalk but other times you take him out with the slightest glimpse or even through a wall.

  • @Frugl1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/662139#Comment_662139

    That is actually untrue, the survivor can still escape via the hatch, or if the hatch is closed, wait out 2 minutes at worst. You cannot take the game hostage with traps.

    I was referencing the basement pre the stairs being widened as when in a chase it stops the trap from going off which was quite easy to do in that scenario.

    So if you were trapped in there even with a trap on and she wasn't crouched it was possible to hold them hostage much like any killer could.

  • @xEa said:

    I remember a killer trapping Ochido in the basement with a mask on. The killer got banned for that. While it is not exactly the same, it is kinda similar. Really sad that they apprently dont care anymore for that.

    I wish, devs would be more consiquent. Allowing stuff like this is just promoting toxic invorment. And i am not saying that this is a Killer issue, it is tolerated on both sides.

    If the killer wasn't crouching it is bannable as they cant die so thats taking the game hostage.

    If they crouched and he died the killer would never be banned for it.

    In reality a pig doing this is just the same as hard camping a hook. It's normally a waste of time as the others can do gens and get out so they just limit their own points and kills.

  • It just sounds like a tunnel situation as you were already in a chase but with Freddy he can long distance camp much like the Hag can with the basement or hooks by using the power to instantly go back. Many players do this and there is nothing wrong with it.

    Players need to accept the basement is a dangerous place and if you see someone being unhooked why not go back is the question. Saving should always be risky you are the killers and people being taking out turns the game into your favour.

    All is fair and love and war and as long as you are playing within the rules of the game ignore it. People like to complain about many things in this game and expect others to play how they wish them too.

    The dcing and abuse at the end wasn't warranted as they should have used the knowledge you would go back and played smarter. Swf for one can adapt. They could have allowed another to be downed quicker and then save when you were carrying them to a hook.

  • Feedback is good and there are a lot of valid points on both sides. I think the forum for the most part is fine but what drags it down the most are die hard mains.

    Spirit I would say prayer beads is the only issue I can agree with and Nurse omega and extra blinks as I don't think she needs them. A lot of her other add-ons need reworked to actually do something with less downsides.

    The complaints from some do come accross more like demands. The game itself is in a good place imo and I feel a lot of the problems with those complaints are from players that don't like losing and feel they should have more of a chance to get what they consider a win but forget that there will always be better players in any PvP game. This one doesn't seperate players so it seems more unbalanced to some than others.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/660500#Comment_660500

    Because as I said before and I'll say it slow for you..its..against..tos...and soon a killer leaving wont disband you..a survivor leaving mid match will still screw everyone..

    Did you actually read what I wrote? I stated that in my post and why one act is worse due to what it does to the others.

    It still doesn't change the fact that both are morally wrong in the first place and both are used to try and get around what the player deems unfun.

    This is why I said both should be treated with time outs but dodging should have conditions like ping. What can you logically find wrong with that being an option?

  • Why? If both are done due to unfun mechanics and its just one affects the other then shouldn't both be either sorted or punishable?

    @chieftaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/660321#Comment_660321

    literally the most left-handed twisted thing i've ever read.. lobby dodging same as dc'ing in game? hahahaha

    understand this: if you think i as a killer should be forced to play dumb games vs blendette squads just because the luck god dropped them in my lobby, understand that if i do play that game it's a total waste of time for everyone cuz i promise i'll hide better than all of them and there'll be depips for everybody :)

    your suggestion was not very well thought out. If i as the killer keep getting the same group over and over, whether i dominated them or not, i don't want to keep getting them..

    there are many many reasons for me to leave a lobby, there are very few for me to leave a game in progress (or loading).. if you are getting bounced from too many lobbies, try something different. take TTV out of your names, don't be looking like a garbo immersed team, change your names & look different, or get better internet.. after completing that checklist your lobby experience will probably be much different.

    EntitledBoner

    You do realise that stating you shouldn't have to play versus survivor setups while wishing to play whatever you want as killer and expecting them to accept it is highly hypocritical.

    If it's part of the game it's fair play. Would you consider it ok of survivors could dodge whatever killers or addons they disliked? It's really farsical to say survivors should setup in a way so they won't get dodged when they are simply using what the game provides.

    Dcing while in the loading screen is also the same as dodging as no one loses anything and you get sent back to the lobby so that point is actually the least worrying part if dcers.

    People being matched with the same users is down to the match making and can be worked on so it doesn't happen but in some ranks it may happen depending on how many players are around.

    Again I don't agree with any dcing or dodging as both are simply cherry picking games and abusing a feature. If you don't like the game for what it is why even play it?

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/660275#Comment_660275

    A killer isnt obligated to stay in the lobby...however leaving the match does violate tos ..so theres a big difference

    One is only bannable as it hinders peoples ability to progress in the game making it a loss of points and pips and unfun for those left.

    Both are technically the same situation though as the the reason they are used is to bypass legit game items, mechanics and what they find unfun.

    If they fixed the point and pip situation and decided to no longer ban for dcing and punished lobby dodging instead by banning for too many I wonder if people would still argue they are different due to the TOS.

    This is why I put both acts in the same bracket. Dodging can increase queue times which can also lead to less points and pips over time in reality and make it unfun sitting in the lobby for prolonged periods.

    Imo dodging needs fixed so unless it's a high ping if you leave the lobby you have the same rules as a dcer which I think should be done using a timeout system.

  • @Eternal0088 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658218#Comment_658218

    Honestly don't understand how you think it would do more harm than good. It could go either way if the developers actually got off their arses and did SOMETHING with it.

    I mean, if they changed hexes so there was a dull totem count on screen somewhere that would be a good change. For killers and survivors. As a killer I'll know if my NOED is still up. As a survivor I'll know if there's late game potential for NOED.

    Thats an example of a good change that I think could be implemented to totems.

    A bad change would be to take all totem perks and stick them on 1 totem. So, if you're running Ruin, DH, NOED they're all on literally 1 totem. That would be bad. It COULD be good/cool if said totem took as long as a generator to cleanse/had skill checks. But, generally probably a weird/bad idea DEPENDING on how it was implemented.

    I don't care how many people run Ruin, I personally never use it because its always gone within 10 sec of a match starting. As a general rule of thumb though changing this doesn't necessarily do more harm than good. It 100% always depends on if its actually a good change. And probably whether you, as the end user, actually agree with the change, haha.

    The thing about hex perks is they are not meant to last the entire game. They are a risk and a choice to use for a reward which can turn the tide of the game.

    Ruin as an example it just to slow down how fast gens get done Initially to give the killers a chance to get one or more on the hook before gens pop.

    Ruin has to last at least 15 seconds even if in plain sight but it's generally a lot more for most matches and well the best survivors can work through it. It still does it's job for the vast majority of players who can't hit great skill checks constantly and if they hunt for it all the better as they are not on gens.

    Totems are in essense a second objective but it's just luck how long they last due to someone randomly coming across it.

    To say a counter would be good for the game is just your opinion. Knowing isn't the be and end all of this game. Personally I prefer them not knowing as killer. Think about it if survivors see one totem left would they try to body block at end game? And thats just one example. How many funny moments have happened due to a not knowing scenario's? Killers already know due to the perk not being active one the gens pop.

    Totems are fine for the most part it's just how they spawn that could be sorted. Frankly no survivor should ever spawn next to a lit totem and none should be out on the open or next to a gen but the do need to spawn all over the map as people learn spawn points if there are few of them so the more there are the longer they have a chance to stay in game.

  • Nerfs happen on both sides constantly to perks but players tend to notice the ones which affect the side they play more.

  • Of course as long as their power is different.

    IT is a hard one though as they couldn't use the true form since its not humanoid so it would be a basic clown killer. The power would also be a bit hard as it plays with your mind. In theory it could be a killer who pretends to be random survivors but swf would negate that.

  • What like a movie trailer that comes out 6 months or more before its release?

    The chapter is coming and the trailer is whats called a teaser. They don't post set dates until they know 100% and this post is one reason why. People will jump on every little aspect to complain about.

  • A few reasons

    It would ruin the immersion for solo players who bought the game for what it is.

    The community is highly toxic and it wouldn't end well. Think about the end game chat but instead Its constantly someone screaming down a Mic.

    Having to mute won't help if they balanced it around comms.

    Not all regions speak the same language Asia and Europe are two examples.

  • A second objective is a better idea but that can only happen when they can seperate the playerbase better.

    Since most players seem to be below rank 10 you need to make it so they don't have less fun matches with an increased chance of dying keeping the 50/50 idea over all brackets.

    This could be done by adding more objectives as you rank up but that would mean making deranking extremely hard and also in a way so you want to rank up as it's a lot more beneficial.

    Right now the average game is around 12 minutes so personally I don't think it's something they are considering of the highest priority atm and why they don't really discuss the idea.

  • It started with looping and camping being so easy to do.

    They started to release aura perks so killers didn't have to spend so much time hunting and reducing pallets and how perks work so as to reduce chase times.

    The problem it creates is it becomes harder for some players to lose the killer. Personally I don't have much of an issue and it's why I run iron will. It's my one goto constant perk as killers don't expect it as much so you can juke more.

    Your best bet is to not worry about escaping and just play for bloodpoints atm and use the time to learn the tiles and killer lunge distance as these can make or break a loop. Depending how you wish to play setup perks for either running/looping or evading as both are viable but only in the right hands.

    Practice makes perfect or good enough to be better than the others you are matched with. Remember the old saying. You don't have to outrun the lion just the other prey 😉.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/654043#Comment_654043

    >In theory If SWF was truly a major issue and ultimately OP then no killers should ever be able to make it to rank 1 let alone stay there. What this says is the killers who can do well reach a state of play others wish to be at but aren't able to.

    You people keep forgetting to mention, which killers are that.

    There's a hard skill cap on killers. Different killers have a different one.

    Also another reason, why losing killers call winning survivors a SWF is because they can't tell if they're not.

    No one fails to mention that, many do it just doesn't need touched upon on every single comment.

    There are killers which are extremely good at red ranks and when it comes to which ones they are all free or earnable with shards.

    This seems like it is by design as pay only licensed characters being overly strong will fuel the ones who scream P2W over every little aspect if they lose.

    All killers can be viable in the right hands though as they learnt how to utilise them. They are just not as strong an option as others for the majority.

    As for SWF not being shown that simply proves my point. When some lose they automatically think it's due to them being SWF and not because they simply lost against better players and showing them won't change the fact they feel they should be better at the game.

  • @Spicybarbecue said:

    swf does, indeed need removed from ranked (ranked = competitive for those failing to understand basic logic). SWF is way too strong a mechanic to have in a competitive environment.

    They won't do it though, the devs are terrified of survivor mains, which is why they control the balance of the game

    While true in most games ranked in this game is really just a form of progression and a way to try and match people with those of equal skill. It is the only mode so to say it is competative is not actually true as it's subjective to what each player thinks it is.

    Some play competatively and some play casually and just want to have fun and grind characters. You get what you want out of it.

    In theory If SWF was truly a major issue and ultimately OP then no killers should ever be able to make it to rank 1 let alone stay there. What this says is the killers who can do well reach a state of play others wish to be at but aren't able to.

    Skill and knowledge has a huge factor in this game but unlike other games people seem to think they should be able to compete with all players regardless of how good they are. This is why you will see those end game chats calling them out for being SWF even if its a team of solo as they just don't want to admit to themselves that they got bested by better players.

    Most people who are say in silver league really won't be able to compete with those in diamond in some other games so why is that same logic not applied in this game?

    This all points to the matchmaking being the issue not how people play. The fact you are matched with players much better than your play level is what makes people frustrated.

    Separating the playerbase over 2 modes won't help with the frustration some feel as the problem is allowing a 50h player to verse a group of 4 with 3k hours which will still happen regardless of a click "X" mode.

  • A few are not really nerfs.

    The change to red paint brush meant he still had the same 8m radius as before with it. It was the terror radious that was increased which was a slight nerf not the add-on as that stayed the same.

    The change to the dream transitioning was a slight buff as he only appeared twice with it while before he appeared more often.

    The locker change stayed the same it just meant they went to sleep instantly instead of at the end of the animation which wasn't a nerf or buff just a QOL vfx change.

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