twistedmonkey
twistedmonkey
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/556567#Comment_556567
I disagree that it's never been a problem until now.
There are some SWF groups out there that'll have 1 person using OoO for information, which in itself is fine but if you're playing a stealth killer I think it no longer becomes fine. I used to main Wraith for a long time and these types of groups made your power almost completely useless to use, and they become such lame matches. It's an incredibly polarising perk.
It's like way back when Small Game showed bear trap auras. Sure it only worked against 1 killer, but it was deemed too strong against said killer and was changed to be multipurpose and much less precise for trap detection. I don't think something's fine just because it's not common. Just my opinion tho'.
The same could be said for any aura perk on Nurse, Billy and Huntress to some extent as they all have a better chance to get closer quicker or hit from a distance but those aura perks don't show you the killer back.
Any aura perk will be stronger SWF in theory but that doesn't mean it's is an actual problem and why you wont see many strong swf teams use it as they generally run mix of perks designed to run the killer for as long as possible along with a second chance.
OoO wasn't used much before in SWF as tbh as it's not really worth the perk slot with most viable killers at high ranks giving away their position with sound and they can easily communicate where the killer is at all times without the perk.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/556475#Comment_556475
Yes, even that is acceptable. Having it literally see you behind a 1 Meter wall isn't, and it baffles me how people find that ok...
If anything, the perk should just effect you up until the cap on your Terror Radius. So if you have say a max of 32 Meters, when you're that close to the Survivor it should shut off like it normally does, but regardless of if they turn Night Shroud on or not.
That's also more acceptable than just having you suffer through it because "Bla bla bla, the perks no OP stop crying bla bla bla"
I agree that 1m senario should never happen as it's game breaking, stealth should be able to get you into close quarters to use an ability and maybe get a hit or mind game.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/556475#Comment_556475
32m is still too much for stealth killers. It renders their ability worthless. It's 4v1. A SINGLE survivor perk should not negate a killers ability completely.
Stealth is stealth, period.
The newer stealth killers have other powers also so it only negates part of their kit.
The Wraith is the only exception to that rul and why a base line doesn't have to kill stealth killers or the perk.
This is the first time I have seen OoO discussed on this scale versus any killer.
You have to also think why it's being used so much atm and think how much it will be used after the ghostface fad has worn off as it then becomes less needed for a lot of players.
It's just a reaction to something right now as it's never been a problem until this point and was normally just seen as a troll perk.
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I wouldnt like stealth killers go negate it completely and would prefer them to just make it so that it only works up to 32m from the killer instead of terror radious then it's the same for all as like you said it's not OP its of more a nuisance than anything.
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They can't do it in a one for all scenario as it is now as the majority wouldn't do well enough and the grind would be even bigger due to lack of bloodpoints.
The only feasible way it to seperate the ranks more and make it so each bracket is balanced for what it is.
Make it harder to derank from a bracket and also give decent rewards for ranking up so it's actually worthwhile.
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Some can hit great skill checks and even though sitting through it normally takes less time they prefer too look and that is their choice.
You can still get the hatch so it's no big deal it's a game let them do as they wish.
They could of course also be going for the destroy 100 hex totems achievement and since ruin is the one consistent hex why not look for it.
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Why reward selfish people who make the strat viable?
If players stopped being selfish and stayed on the hook to punish the strat maybe just maybe it would show that player its not worth it and if the survivors won't do gens then you also teach them to stop falling for it.
The problem isn't camping or tunnelling it's those that reward it, the only time you maybe should try at least is at end game.
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He is in a semi decent place atm certainly no where near OP.
The one thing I like about him is the same as Myers, you dont know who you are versing and you to use your vision and not just rely on sounds making it more tense at the start.
Everyone else you practically know instantly who it is with saw boxes, traps, player icons notifications or the sounds they make unless they are using certain add-ons of course.
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I would like this change, not only does it make stacks a bit easier and as you say maybe It will help with the non heal meta.
They could also add say half a stack for self care but only after taking a protection hit as that means you get something for putting yourself in danger and it makes MoM possibly useful in the build for solo players.
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The Emblem system is not designed arround playing as efficiently as possible and actually punishes you for it.
It is now designed around what the players consider to be "fair play" and promtes screwing around. it also meakes it easier for stronger players to stay in the lower ranks which isnt what a rank system should be about at all.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/548093#Comment_548093
I just pointed out that the TOS/User agreement-argument is wrong at least for the EU. If that goes against law, you are screwed and it doesn't matter what is written in it as they become nullified. Sry games companies like Ubisoft had to learn it with cheaters for example, they banned people and didn't want to give out the data... well they had to. I used an exaggeration to make it blatantly clear to give you an example for TOS/User agreement contradicting with your normal rights to show that they can write it but it has no legal binding whatsoever.
Yes yes, new content and balance... why does it come out this way in the first place? Sorry was it a big surprise the perk would have such an impact on various killers. I would have to look into as how far that already tarnishes grounds for fraudulent deceit but it isn't far from it.
Just to see a recap, they made a dlc, with a perk that was used by almost every survivor who bought it. Left it in the state it was in yet even tho many people complained about it and said hey balancewise that is just a really really bad idea. Nvm sell it, then change it to something else. They baited people into buyin it, no idea why this has to be discussed or that it is anti-customer.
https://forum.deadbydaylight.com/en/discussion/comment/548108#Comment_548108
That is quite the bold statement as diffrent courts, diffrent rules.
Sorry I don't understand why some of you imply that me or other people complaining about such stuff don't want a balanced game? I just want them to think things through before they release stuff. I don't even mean release it to ptb but to think things through on a concept level. This would increase credibility and make a good name, no instead rather release stuff borderline broken no matter the impact on balance, get money and then change it lol.
Actually the EU rules don't matter when it comes to things like this as an ever changing product such as can forever change in reality.
You bought something with the understanding that it can change at anytime for the sake of balance so you had a choice, choosing to buy it knowing this is on the consumer not the seller as they were informed before the purchase.
Speak to a lawyer and they will Inform you on your rights but you will find out it's not what you want to hear.
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They always have been and the survivors have the power to punish both strats and make them non viable.
Of course the emblems mean punishing is bad for survivors but it is what it is.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/554263#Comment_554263
Cleansing a dull Ethereal Totem will prevent the killer from igniting it until after it gets repaired. When a Ethereal Totem is ignited, it will take a few seconds for it to expand to 24 meters, so the survivors will have time to react to them.
https://forum.deadbydaylight.com/en/discussion/comment/554273#Comment_554273
Yes, killers and perks that already handle Gen-rushing will have to be changed to suit balance. That's something we cannot avoid, it's a must or else those things will get out of hand.
About cleansing, it will take 12 seconds to cleanse the Ethereal Totem. After you cleanse them, you'll have 40 seconds to work on a generator without the Ethereal Totem interfering with you. If you want to power through the Ethereal Totem, you can but it will be difficult. This secondary objective gives survivors the choice to do whatever suits their comfort zone. Keep in mind that the killer has to waste time igniting them as well.
Also, about SWF, it breaks the fundamentals of DBD anyways so there is not much we can do. Separate queues would solve this problem, and I think you already seen my thread about it.
Even at 12s it's still only 4 seconds off doing it without cleansing and the 20% size to skill checks wont make any competent player miss it just seems not worth it to cleanse once or twice for a gen imo.
I honestly can't see swf being seperated with the players numers as is as only 2 man and 4 man in theory would work so they need to be included in every idea unfortunately. Yea it breaks the game and why they want to try and close the gap which again lends to them not looking at separating them.
You also have to think about the tedium of it all, longer gens or more totems when we could have parts, tools, cables to fix etc scattered accross the map for more interactive play and more chances of bumping ino the killer prolonging the game instead of moving 8 meters to press m1 for 12s or sitting pressing it for 96s in the same spot.
Personally I would rather be moving around evading and being stealthy and not just holding m1 for a longer period.
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I am not a fan of using totems for a couple of reasons.
For less mobile killers the terror radious will be a big give away even if you don't see them and the stealth ones unless you are in the open it won't really matter as sound is more your friend at times
Billy, Spirit and Nurse get a bigger buff than the others as they can get to gens faster and activate totems.
Huntress you know she us coming but it could give her free hatchet hits.
It buffs stronger killers more than the dealers ones.
Then there is the 20% increase, you have to ask why someone would spend 14s Cleansing to save 16s? If they did cleanse it once it wouldnt be worth doing at all again for the benefit and if the gen was already 50% done before it activated it only adds 8 seconds so no point at all.
SWF would also have a major advantage over solo as once in a chase they can advise the others its safe and let them know where they are at all times.
I would much rather a second objective be one that makes survivors move around the map more as then they have more chance to be seen and chased, it naturally slows the game down without it being tedious or overly advatagous to SWF over solo players.
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Well since skill checks are random if you got say 10 that would mean an extra 30 seconds to finish the gen. Plus rng is already a pain in this game why add that onto gen time? it then has even more of a luck factor involved more than anything and tbh they may as well increase the base gen time which people don't want as it's monotonous.
This is why people would rather have a true second objective as it adds a bit of variety even if it was holding m1 at least you would have to move 😉.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/553654#Comment_553654
The reason why I want MoM to change its condition description to "Protection hits while the killer is carrying a survivor" is because it's more consistent. I always get a token from hook blocking the killer, it never failed me once.
Its understandable but it should also work for taking a hit near a survivor after them being unhooked or even just near a hook like WGLF it's just bugged atm so the change in description wouldn't reflect that option when and if its fixed 😉
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Maybe the shrine should look at the stats and those which have appeared lots of times have the chances of them spawning lowered instead of it being the same chance for each one every time.
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Yeah the aura isn't needed now as it's not simply taking a hit from an m1 killer anymore.
As above if they fix protection hits it should not matter about the token amount.
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@iTz_KilLaZ_x said:
https://forum.deadbydaylight.com/en/discussion/comment/553633#Comment_553633
I understand the making money aspect but $10 for one outfit??? I bet they’d make more $ selling a little cheaper
Well that's speculation as players like myself who never buy skins wouldn't no matter the price and need to be taken into account and if they didn't sell well as is they wouldn't pay employees make to them as it's not viable.
The skins are priced the same as other games and tbh most of the complaints about the price is from those that just really want something flashy that has no impact on gameplay. If that's the case those people are probably on the verge of parting with money and why skins are priced as they are as eventually they can take the bait.
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So I had a friend recently ask me if I'd recommend he try dead by daylight. It got me thinking of listing out the pros and cons of this game, which I want to do.
To be fair most of your cons come under the balance part.
Skins being expensive well they are not needed and a side way to earn money so who really cares?
There are only really two things that matter to myself.
Do I enjoy the game or not.
I do right now so I keep playing, If at times I don't I just play something else for a while.
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To be fair bringing them out of power was always inconsistent.
Before this update I've had times where out in the open I could practically stand still while he walked towards me and staring directly at him couldn't get him out of NS and others where a glimpse through a window where I didn't even know where he was took him out.
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I think the problem they have is each event where we had other objects was met with the same complaints of farming and not being able to just play the game and each side had long queues at times as they wanted to play different roles for the rewards.
This event they tried to just give more BP bit with survivor having two items to get the BP reward spawns a lot less than killer.
It's a case of damned if they do damned if they dont but I wouldn't say it's the worst it's just not as flashy.
If the BP cakes were fixed then I think it would have been much better they just havent reacted when it should have been fixed since day one.
I feel they should have just removed the fire crackers in the web and let them be found in chests only as they are not worth it over the BP cakes imo and I hardly see people taking them into a game.
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Yeah laggy when typing, the more words the worse it gets.
Editing is bugged and laggy sometimes it doesn't even load.
Tried it on mobile samsung browser, chrome mobile and Firefox latest version on pc. Firefox pc won't even let me edit.
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New killer and event with extra bloodpoint cakes spawning more frequently on killer means more want to play that role.
I play survivor atm due to this as the waiting means the the extra from the cakes don't mean much when I can use wglf and get more over time as there is normally at least one cake in the lobby used by someone.
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It like this idea as for one it may create more perk diversity especially for those who like to have everything maxed out and add rewards for playing around maybe even give 100 shards for each perk maxed. Not a lot just something to make you want to use others for some skins.
Since this would affect prestige they could also maybe change that to be a bit more like the deathgarden idea but not on all perks of course maybe levelling up 10 perks allows you to pick a skin and they reset to lvl 1.
It does mean you can build around what you want and losing may not breed as much toxicity since a few extra bloodpoints don't matter as much in the grand scheme.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/552868#Comment_552868
Most people would enjoy having less good perks buffed to a state where they can be used.
Most people would also not enjoy paying money for a product only for the product to become useless after a certain time.
If u buy a washing machine you expect it to do the job as advertised, that's why you paid for it yeah.
If the washing machine becomes useless after a few months you would be annoyed.
Well that is what has been happening since the games first paid dlc in 2016 and guess what out of the hundreds of thousands of players each month how many actual complaints have you seen about MoM?
This actually says that the vast majority if not 99.999999999% accept it due to knowing anything in a multiplayer game can change for for the sake of balance, if people cant accept that simple concept then they shouldn't pay real money for anything in them.
Such a bad analogy using a broken washing machine as MoM isnt broken it still gives the same end result, it just has a different method of making that happen.
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In three years have never saw such an imaginitive post where someone is unhappy, uninstalling and then claiming the game is dying.
Well done for being original.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/551986#Comment_551986
"With that knowledge if you're going to buy an entire DLC for one perk and then be surprised or annoyed when it gets changed then I seriously question your judgement choices."
He paid for a dlc that had a perk that worked a certain way, he didnt pay for a temporary perk that would be gone in a few months.
That is anti-consumer and scummy tactics by the seller who has now proven himself to not be trusted for future purchases.
It doesn't matter if the perk was OP or not. BHVR had no problem charging money for it.
And BHVR charge money for Freddy, Myers/Laurie, leatherface to name a few all of which have had perks changed over time and that's just the licensed ones.
Not to mention a complete rework of power for Freddy happening.
If you purchase anything in an online game and dont expect changes especially for balance purposes then that's on the buyer for a lack of understanding of what mutiplayer games are all about.
Now you have to ask yourself if a perk got a buff would people still complain? I think you know that answer.
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I knew the instant mettle of man was officially announced it would be nerfed.
I bought Ash as I love the character nothing else, perks to me are just a bonus if they are good if not I don't mind as I normally only have two constants in my build iron will and bond for the evasive manouvers when injured and info.
I never used second chance perks auch as ds or mom as I feel it becomes too easy and I am more likely to be tunnelled or camped.
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I don't see why they would as it's the same as people playing on college Wi-Fi or multiple people in the same house on different devices.
The IP you join via shouldn't really matter as easy anticheat just uses that to scan each personal device attached to it.
If you are in any doubt contact easyanticheat direct and ask the question as the devs don't have much to do with what they may ban for.
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The problem is all the players are put into one huge pool.
Any other game separates the userbase so a player with 3k hours doesnt get matched with someone with 50h but DBD doesnt do this as ranking up is easy until you get to the red areas where you must play a set way and forget about quickly killing or escaping more akin to farming.
Unless they fix the overall system the balance will be kept as is or the majority will lose most matches and the best players will become bored as it will be too easy for them.
This is why I think they need to seperate the ranking into sets of 4 or 5 brackets and each one is balanced seperately.
Once you hit the next bracket you have to play 25-50 matches to set your mmr which should help with deranking.
Your mmr is not just set on if you kill or escape but how well you do in the game so chasing, hunting, killing, hitting, protecting gens, quick kills etc for killer and evading, healing, saving, gens, totems, quick gens etc for survivors, more can be added but it's an overall performance and moves players away from those they shouldn't really be matched with.
Since the game is about bloodpoints it makes sense to include more than just emblems and what rank you are as to derank the players would have a much harder grind at the end of the day.
Each bracket can then give more rewards in terms of vloodpoints and shard so the incentive to get better is there and you will want to move up for the rewards.
That's just my opinion of course.
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They do have a problem with making any licensed killers highly viable at red ranks and that is the pay only situation.
If they do then it borders on the p2w aspect which many gamers hate in any game.
This is unfortunately the reality of why the licensed killers have never been designed in a way to be on par with Nurse or Billy and I dont see that changing.
You can always do well with them in matches if you know them inside out but there will be matches where you will be left frustrated as you feel like there was nothing you could do.
They were doing well with original killers up until Legion but now the mindset is power bars and having survivors semi in control of powers.
I wish they would go back to simpler more useful powers instead which are yours to control when and where you use it.
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Each non licensed killer can be bought through the in game currency known as shards which are earned after each match played and cost 9k.
The exceptions are the chapters with Pig, Myers, Freddy, Leatherface and Ghostface.
It can take anywhere from 30-50 hours depending on how well you do.
Check the dbd wiki for the full list it's a great site for information.
Ignore the above DBD is a highly fun game which is hard at the start as it has a steep learning curve but it gets you hooked if you stick with it.
The game is more of a fun casual experience but some see it as overly competative.
https://deadbydaylight.gamepedia.com/Killers -
What is your upload speed? that is more relevant when people connect to you.
I would conact your ISP as your speed may be fine but you latency/noise on the line may not be, its worth while trying to get it sorted now as when dedicated servers come you may have more issues.
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@YoshiKiyoKirby said:
@twistedmonkey there is this cool thing they can add called “mute”
and sweet! I must’ve missed that section about keeping parties. Thank you!
@YoshiKiyoKirby while mute is always an option the toxicity would more than likely force many people to use it more often than not so it would negate its use.
You also have to think about regions like Europe where 4 solo players can be from different countries who may not all speak the same language.
Then there is those that dont have a mic or bought the game to play how it is as solo.
In theory it bridges the gap between SWF and Solo to buff killer but in practice it makes those that may not have a mic, want to play how it is, have to mute or dont speak the same language at a disadvatage instead.
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With this community? Can you imagine the abuse thrown over the Mic at people! No thank you.
As above swf will not have to add after each match with the incoming dedicated servers lobbies.
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Because staying in the same place for longer becomes more tedious and means the killer in a chase still can't stop them from progressing. While a second objective where you have to find something has you moving around the map and in more immediate danger of being found or seen.
A secondary objective such as your idea would only really work on killers with high mobility such as billy as he can go around the map finding them quicker. A 4.6ms or less killer would have to avoid or abandon chases which doesn't seem logical as with totem placements they can be out in the open or hidden so it's more luck if you get your buffs or not.
Take the trapper who most think the biggest problem is time to setup, now they have to find those effigy before the survivors and setup.
The chances of any lower mobility killer getting full effigys imo is quite low in reality as letting a potential hook go leaves 3 people on the gens where as downing them generally means 2 or less on gens as one is going for the save.
Letting a survivor go allows them to jump on a gen sooner speeding up the game and with luck they may have already cleansed and effigy what now?
They are at 115% so can do the gen in 86s that's almost what it is now without the killer having to try and stop them doing that there really is no incentive to do more as you will finish the gens only a few seconds quicker.
Say you got it to 60s after cleansing one would you spend the time going back to it, cleansing for 12s and coming back when it would only save another 14s on that gen? That's not how rushing works as it's counter productive when you can do it after you finish.
Each one spawned and used is also out for 60 seconds and even with a notification the killer has to spend more time getting them. It just seems there is too much luck involved and wasted time for the killer as they have to get them all before survivors do gens without putting out as much pressure on them.
Knowing this do you think any survivors who knows the game would worry about them asthey could have 3 or 4 gens done even at 100s before the killer got them all. That's not even considering the notifications are the best way to lead the killer to them so why would you cleanse at all and save them time?
For me personally it seems a bit too over complicated and would make people feel cheated more than anything about time wasted if they did search and complain the other side was just lucky.
That is why I believe if they add a secondary objective it is better to be one that slows the game down naturally with no us v them luck involved which makes survivors want to move about the map.
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Mobility killers would have an advantage as they would be the ones who can look for the totems faster.
Killers like Huntress or hag won't really see much benefit from the buffs it it makes them just a normal m1 killer and the time it takes to find them would be better off used chasing and downing imo.
I am not sure about the buffs overall as a decent swf will find the killer and still keep the killer in a chase for a minute or two while communicating that it's safe to do gens so the killer doesnt have time to get the totems as every second already counts.
100s is nothing in that time frame really if versing good players with each one on a gen and comms then become an even more powerful tool.
It's still also an optional objective which doesn't solve the issue of gens being to fast the more you rank up if they chose not to do it as 20s versus 14s isn't a huge deal per survivor per gen.
Good killers will kill quicker and others will still complain as they can't keep up if the survivors do chose to do the totems and they can find any it's more of a rng scenario on who finds them first, I can't see any survivor actively looking for them for an extra 20s of time but rather do them only if they happen upon them and killers would sacrifice gen time over finding them.
I'd rather they added more objectives as you rank up like picking up fuel, repairing a power line or picking up parts etc something interactive without giving any buffs as that way it's just an actual objective instead of it being optional.
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It's sound like a cool idea but it would be meta as I can't see anyone not running.
I can't see it affecting swf as much a solo though as they could just coordinate to make sure a couple of gens are near completion communicating to each other stopping it's use.
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To be fair it's a huge nerf to solo over SWF.
SWF know if someone is in a chase so it's safe to do gens
Can meet up and have one as a lookout.
They are trying to close the gap while this would widen it as the main thng SWF have over solo is information.
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It was said it was done to give a feel of doing something while struggling but it actually is just an annoying mechanic.
It's also damaging to equipment so I wish they would just have the option of it being a toggle button as its just a QOL improvement at this stage.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/549797#Comment_549797
It's not the point, the point is that the buff is not needed since he is already easy too pull out. No one wanted this change and we are all asking for it too not hit live. Please listen too the community and remove this change.
To be fair it was highly inconsistent and maybe that was the issue.
While I generally have no trouble there are times when I have been practically standing still screen centred in the open looking directly towards him and it doesnt work while other times I have gotten a glimpse through a window for a second while he was chasing someone and it worked when I could hardly see him.
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It's because its DBD the game people love to hate and turns every gamer into a developer who think they know what's best for the game.
Some complaints to be fair are highly justified but most are over the top.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/547751#Comment_547751
Behavior's philosophy of trying to balance against low skill gameplay instead of optimal gameplay really isn't the best of ideas. It's one of very few companies that believes competitive balance shouldn't be done around skill.
Honestly, if they're truly playing casually, then should winning even matter for them? And if winning does matter that much, are they actually playing casually? Why should somebody who's not really trying have an equal chance of winning against somebody who is?
Maybe thats down to the mentality of a portion of the players that see DBD as a highly competative game.
It does seem the devs see it more of a casual fun experience instead, this tends to be true giving the way they are trying to force people to play which is far from competative along with the endless blood point grind.
In reality if they wanted to make it a highly competative game they should reward killing faster and doing gens/getting out a lot more.
Right now the game rewards playing around in terms of pips and bloodpoints where killing or dying isn't necessary for the latter.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/546763#Comment_546763
Daily peak is around 23-25k so work with those numbers instead.
Also, there's no way of estimating what percentage of killer players will opt out when given the chance. Some players enjoy the challenge.
It also might be more accurate to measure the matches themselves rather than the number of groups at any given time.
A match has 1 killer and 4 survivors. Everyone else will sit in a queue until there are enough people so they shouldn't exactly be a part of the calculation.
Even if we take the peak numbers instead of your 25k its still 20% of those that in a perfect world are killers who they then need to opt in. If that dropped to even 15% of those players it would mean huge queues in reality.
Take your number with it being 25k so that means in theory 5k killer players, you hit the 20% opt in number so 20% = 1k. A drop of even 5% equates to 25% less players opted in so thats a loss of 250, thats 1k survivor players finding queues incredibly long having to wait for other matches to end which could be 3-15 min.
Even if it dropped 1% of that 20% number it would be 50 killers short of the goal so 200 players waiting up to 10 mins.
If you cant estimate the percentage of killers who would opt out doesnt that negate your initial post? it was exaclty what you were doing in essence by pressuming more would opt in or it simply wouldnt work.
Everyone in game or in a lobby has to be taken into account as those in game already have been paired with someone who has opted in, those out of the lobby are looking for the rest who opted in, both are equally part of the overall equation.
You also never touched on the 3 man SWF needing one solo player I mentioned 😉
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It theory yes as it gives survivors an incentive but in practice it could lend to trolls taking the game hostage again.
The reason for the change was simply to end the game quicker as you will gain more bloodpoints by moving onto a new one.
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@SpaceCoconut said:
I would also like to add in this case that these stats also show that splitting the playerbase would be insignificant when allowing killers to opt out of playing against 3 and 4-man groups.
THE DEV DATA DOESN'T LIE
Let us Opt out since the number of groups won't greatly impact the playerbase in a negative way.
*Unless the data is incorrect or skewed for some reason...*
It may if enough do it, it's still a large portion of the userbase.
Say 300k players come into the game each day and around 20% are in the 3 and 4 man bracket.
So around 48k playing in those squads.
That would take 12k killer needed to opt in out of the 60k that is quite a lot in reality.
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It's due to a lack of other things to do.
Once sabo was nerfed the gen rush was coined as it left one objective but it wasn't as complained about.
They added totems but the incentive to cleanse them is perk dependant.
Gens used to take 40s and there were true infinites and no ruin and they seemed to do better.
They added longer hook time and increased gens to 80s to combat camping.
Looking was bad with more pallets on the map and safer areas and less perks to combat it.
Survivors constantly complained about camping and killers told them to do gens which seemed to have happened.
So why does it seem harder now than before?
Is it because players adapted?
Is it because ruin became an option and now players rely on it too much?
Before ruin killers didn't have the same issues or as many complaints about it so what has actually changed?
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Legion currently has a couple of bugged add-ons and thanatobia has a bug as well so that is why it was so slow.
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@Volfawott said:
Countering flashlight is not overly difficult especially if the people get way too overzealous pretending like you're going to pick up the survivor and then just smacking the would be rescuer is a really good way to get around it.
And if survivors are sneaking around following me to get a flashlight save and not doing gens then that's all good in my book
Again I never said it was difficult for us but it is for some and since DBD pits all players into one bracket it has to be taken into acount.
SWF does not need to sneak around as they can just say "I am going down near x place" leaving what they are doing to go for the flash.