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twistedmonkey

twistedmonkey

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  • @DwikeyMain84 said:

    https://forum.deadbydaylight.com/en/discussion/comment/461698#Comment_461698

    okay but a nurse can use her power to blink and hit someone and down them with NOED correct? so shouldn't the same thing be with MoM? every other killer has to use their base attack to down someone with NOED example Huntress's Hatchets down down you in one hit with NOED she has to hit you with her axe to get you with NOED, So if you think the nurse blinking and hitting shouldn't count towards MoM based on your logic then the same should be with NOED, exactly the same principle power vs base attack.

    Not really as noed is a different perk all together, it has another purpose and can be removed before it happens and also you have to hit them still.

    The problem with MoM is it works on the majority of killer for just hitting a survivor with no counter play.

    The exact same reason people complained about legion having free hits is akin to a survivor can getting a free heal state with a boost.

  • The egc being implemented meant some things needed balanced to not guarantee easy kills and make things overly strong.

    The pig change yes is a major nerf but unfortunately it was also needed, they did kill her mechanic at end game with the egc so hopefully they can buff her in other ways to make her stronger and give her more pressure.

    It's time to give feedback on what may help brinb her back into a good place, like faster crouch speed, make her more hidden, lower her terror radius, longer ambush lunge etc let's float some ideas around instead of dwelling on what has happened.

  • @Shad03 said:

    @twistedmonkey I for one have not held people in the basement unless I was doing so as a meme when playing the Wraith.

    That being said, I guess you don't know what holding the game hostage means. When a killer does it, it means that they kept a survivor pinned in one location until said unfortunate soul dced. With the EGC, it meant after 2 mere minutes, they would die and thus a new game could begin. So it wasn't holding the game hostage when there was a clear way for it to end. (Only the killer can legitimately hold a game hostage)

    And before you say it, yes I know survivors couldn't technically hold a game hostage before this patch, as the killer could simply hit them, but that is not what we are talking about here. (I only bring that up cause most other people would.)

    Of course I know what it means, I have posted plenty times on it when people asked if this bannable when the others were free to so gens.

    Survivors trolled at the end so the egc was needed to get them out and stop bullying lower skilled players.

    Now if the killer can hold two people down there with the egc it does create a new definition of holding them hostage as it's an easy 2 kills if anyone goes for the save, it may not be like before but it's also a mechanic which anyone with a sense of balance can see is a good change.

    Do you honestly think it's right that if someone is hooked down there with the egc a killer should get thise two free kills due to being able to block them in?

    Anyone that thinks the change is a problem says to me they want to keep mechanics which grant them things without having to actually play, this statement goes for both sides as some survivors think the same way with DS and MoM.

    I hate the fact they fixed the nurse blink for example and posted my thoughts about them leaving using a power to hit not activate MoM to balance it more.

  • Come on its due to the egc and not being able to be held in there so you are guaranteed kills.

    Anyone can see its a balance change for that scenario.

    You can't fix survivors being able to hold the game hostage with a new mechanic after the gates are opened and leave a way for killers to still do it.

    Honestly people will complain about anything when they remove a way to give them an easy win.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/460941#Comment_460941

    @twistedmonkey

    Why are you comparing this version of the game to the one at launch? Just because the game is less bs now it doesnt mean it's balanced.

    Infinites dont exist? Are You kidding me? Things like the double window in Disturbed Ward are not infinites? Lery's Memorial has like 2 of those, just to name a couple.

    "Devs didn't remove camping they simply added in mechanics to make it less attractive the same with tunnelling."

    You are right, they added a stupid amount of perks that can completely ######### on those playstyles so tell me why killers dont have that? Survivors have like 4-5 perks that counter those playstyles, what do killers have to counter the non heal meta? Thanatophobia? Which adds like 12-13 seconds to a gen? Meanwhile survivors save like 30 seconds if they dont heal, it's a joke when you compare the numbers.

    Also, It doesnt matter if you are 1 hit away or not, as long as you keep the chase for something more than 30 seconds the killer wont have enough time to hook everyone 3 times before the gens are done. Not to mention the fact that doing gens is not risky at all, if survivors had to look for parts of the gen around the map that would be a different story but that's not the case.

    Yes, I am comparing tunneling with the non heal meta, a.k.a gen rush, because it's the same thing. If the killer wants to play efficiently he'll tunnel, if the survivor wants to play efficiently they'll gen rush, the problem is that killers dont have tools to fight back against that tactic while survivors have a ton of them.

    And also, this right here:

    "You can see the game however you want but it's only survivor sided for the strongest swf teams, solo players are a lot more balanced."

    Is complete bs, the game is survivor sided for both sides, just because solo players dont know how to use the tools that are being provided It doesnt mean they are weak, It just means they lack skill. The only reason why SWF is so strong is because everyone in that team knows every trick in the game. If you are a guy without skill in this game It doesnt matter if you have information or not. This comes from someone who is a SWF player.

    Because it's relevant in the context of infinites.

    The infinites of old made it so you could never catch a survivor I mean it was impossible with the setup.

    Think about a spot which had double windows in a jungle gym type scenario where you could just run around with sprint burst proccing every so often, an Infinite is something you can never catch someone in not something that takes a stupid amount of time too.

    What you are describing are ######### long loops which do need fixed but you will evenly catch them so be definition not an infinite.

    You can't compare tunnelling to not healing, your still trying but they are nothing, both are a choice while one gives you an advantage the other remove a an advantage, tunnelling can still be done it's just less attractive.

    What do you mean counter the non heal meta? You have a chance to down them in one hit, that is the counger they are disadvataged, hook them and another is then off a gen allowing you to apply orrssure on a third survivor to take them off a gen, what more do you want? If your chases last too long or you can't hit them well it sound like you may play on console as on pc not many have that issue, those that don't heal make it an easier game for the killer, if you can't down someone that doesn't heal it's not about them not healing that's the problem it's about you not being able to catch them.

    If you tunnel you will get multiple hooks and should kill and pip, if you just gen rush and do nothing else you will not pip, see the difference? The game is being setup to make it so both sides screw around, good or bad it's how it is.

    Killers used to be in a spot where they had nothing, now you have a few good perks like spirit fury, bamboozle, mad grit etc are all designed to combat certain playstyles the survivirs had, just because other perks are deemed stronger by some does not make them irrelevant to combat what survivors do, yes windows are bugged but they are working on that.

    What are you on about? Solo's do use the tools given and can do it really well, swf just have the info to be able to negate the aspects of the game solo have to think about, where the killer is, what pallets have been used, how many times have been done to name a few.

    The game is balanced against solo players as they play how it was intended, what about the word balanced made you say they dont use the tools available? Balanced is a good thing not bad.

    SwF isn't strong due to them all being good, they are strong due to knowing, a good group of solo are strong but on more balanced terms, a good group of swf well you will have a hard time if they don't want to screw around, that's the difference it's knowing over not.

    The only survivor perks I think need looked at still are DS and MoM as they negate a killer doing there job hit but healing makes those perks even stronger in most cases as you can take an extra hit prolongong chases and at end game it's a free escape.

    That is why I think you should only be able to run one of the above in a setup for now as both are too strong in the right hands when the players know when to use them.

  • They can but just put out some numbers quickly as people asked for some more stats on the survey.

    Who knows we may have a better breakdown soon but with how much people complain over every little thing It makes me wonder if they should.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/460783#Comment_460783

    @twistedmonkey

    "Forcing people to heal up removes choice and playstyles"

    Change heal up for camping and it's the same. Devs nerfed camping and potential tunneling and thus, they made those playstyles useless, survivors even have perks to counter those strategies so tell why on God's earth cant killers get the same treatment? We were going to get something similar with Thanatophobia but It got nerfed instead...

    The only reason why people is complaining is because the game is clearly survivor sided as they always get better tools to fight back and completely negate killer's tactics while killers have little to nothing to counter things like genrush, Insta-heals, infinites, etc.

    You cant compare camping and tunnelling to not healing, you honestly cant be series with that statement, well at least I hope not.

    Camping can remove someone from the game within 30 seconds of it starting, that is why the devs wanted after 2 years of deliberation to do something about it, they didn't remove the choice they simply added in mechanics to make it less attractive the same with tunnelling.

    Not healing already has that as even with all the perks you still take one less hit to go down, it's like the killer having NOED all game.

    You can see the game however you want but it's only survivor sided for the strongest swf teams, solo players are a lot more balanced.

    Infinites don't exist anymore it's clear you never played when infinites were around or you wouldn't call the long loops in game now an infinite.

    I dread to think how you would have handled the 40s gens and true infinites of the past.

  • @Dr_Smith_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/458522#Comment_458522

    They are not the game designers. They don't develop the game.

    McLean is a game designer, he openly talks about ideas they thought about along with changes the are looking at/have made and crunches the actual numbers for a lot of things to give the viewers more facts about the game.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/460818#Comment_460818

    They can give it back if you have a past save file but for some reason they stopped doing that i guess because people could fake save files or something not sure but it sucks the OP is kinda robbed of his cosmetic

    Yeah thats what I meant by it was open to abuse as the file could be easily modified.

    It's a shame for the OP, the whole situation for those that earned and lost them quite frankly is not right.

  • I beleive the problem they have was in the past was they didnt have servers so they cant know what anyone had in terms of Legacy before they were added as the saves were stored locally and they were also open to abuse at that time.

    The only info they have for sure is the prestige date on your steam account, but then who did you prestige and how many chars?

    Now they may have the data but since they haven't given it back to the others do they start now or treat everyone the same with the compensation the offered.

    Its a crappy situation and I do feel for you and wish everyone could get them back, just trying to make sense of why its probably like it is.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/460202#Comment_460202

    @twistedmonkey

    So you think that the healing between pallet drops was fair and balanced? Is that what you are saying? Healing was broken and it got normalized, gen rush has always been broken since launch, it has gotten better over time but that doesnt mean its fair now.

    @tt_ivi_99

    Did you read what I wrote? Specifically the part where I said healing did need some changes? dont try to put words into peoples mouths.

    I dont disagree with the healing change at all, it was OP at the speed you could do it at.

    It still doesn't change the fact that it is what the players were asking for infact they wanted more, only allowing SC to work once, only allowing healing overall to work once, must use a med kit etc to cut down on the amount of times someone could heal.

    Now players aren't healing at all and its "we should find a way to force them to heal as there is a non heal meta" this just shows what the community thinks it wants isn't always what is best for the game.

    Forcing people to heal up removes choice and playstyles along with challenges, that is why people have been asking about more objectives to combat the gen rush problem against certain players or ranks, this of course may be good or bad who knows it's just suggestions.

    The problem the devs have with that is that the whole user base is in one huge matchmaking system, whatever they buff for the higher ranks they nerf for the lower ranks.

    The only true way to do it is to seperate users in abetter with a system that removes players with over 1k hours from matching with those who have 50, that is what other PvP games do and until that can happen do the devs want to consider making it harder for the majority of the userbase?

    Afterall the stats showed an average of over 10 mins per game which lends to what I just said above about the whole user base.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/460039#Comment_460039

    @twistedmonkey

    Legion players got punished when we adapted and started using cooldown add-ons on the PTB. Everyone who was going to use Pig and adapt to the gen rush meta didnt even get the chance to do It because she got nerfed to oblivion. Killers adapted to old DS and looks like Devs didnt want that so they made MoM, a perk that has no counter.

    I just want a fair competition, Im tired of being held back because of crutch perks and broken mechanics.

    That's a straw man argument, the Legion was going through a rework and the PTB was to test what to do with him.

    The Pig changes were due got he EGC which again was asked for over and over to help solve the issue of the hatch and trolling players at the end of the game who refuse to leave, the one change that was silly regarding the terror radius and trap they reverted.

    The healing changes were on a PTB also, healing needed some changes but that's not the point, the point is now it is complaining about players not healing.

    This isn't about add-ons being balanced after a PTB or making a change to the pig as with the end game it gave little to no chance.

    This is about a change that was asked for, it then happened and now you are not happy that you got what you asked for.

  • @tt_ivi_99 said:

    This happens with every killer, not just her. I've said It a billion times and I'll say It again, survivors dont give a ######### about healing.

    Survivors should have an individual penalty to repearing speed once they're hurt, it wont affect casual survivors because those guys already heal but it'll make the game against competitive players more fair.

    Everyone did heal before the nerfs that was the issue back then.

    Now the fact some don't because what was asked for happened the issue is now they don't heal.

    The problem you have is it does affect the casuals and new players more as they don't always have the perks to heal or find others, making it harder for them due to the change many asked.

    Then what hapoens when player have to heal and those who are at the top run perks and items to make it faster, more Insta heals, faster medkits, after heal perks, will it be a cry to nerf everything they use then?

    What you have seen with the healing changes is some adapted to them, should they now be punished for doing that?

  • Small fixes do happen at times but major fixes need a lot more testing, it's not as simple as fixing as they need to replicate the bug, find and issue, test it for a while, go over the results, make sure it works 100% and doesnt break anything else, if not go back to replicating why, find the issue etc.

    Replicating a problem also isn't easy with how many setups there are out there with PC especially.

    It can be frustrating waiting but I'd rather the fix worked than lots of little ones happening which don't fix the issue and could break something else.

  • Yes they are aware of it, peanits said this in another thread

    "The window blocker bugs have been reported and are logged in our system. We are testing a fix at the moment for them, if it works, it should be fixed in upcoming patches. I am not able to confirm the fix at this moment."

    https://forum.deadbydaylight.com/en/discussion/61032/make-abusing-the-killer-shack-window-bug-a-reportable-bannable-offense

  • The stats were taken from the 1st to the 7th of April, 5 days after her release.

    If you take that into consideration it's like saying any killer who would be strong in that same time period after release in the future needs nerfed, you don't want to go down that route again as Freddy is a prime example of jumping the gun.

  • @Tydie said:

    https://forum.deadbydaylight.com/en/discussion/comment/459328#Comment_459328

    the survivors stuck in the basement could not leave to end the game so it sort of is keeping the game hostage.

    It's not considered holding the game hostage as the other survivor can do gens, holding the game hostage means there is no way for anyone to end game and the only option is to dc, in this scenario it would only be applicable if they were the last two alive.

    She could also be doing this for example if she had NOED and was waiting on it activating to down both of you quickly.

    It may be considered scummy gameplay but its not bannable or holding the game hostage.

  • It's like I said Mom should be an or perk with DS.

    I don't beleive they should be allowed in the same game.

    Both do the same job with conditions but with both you can get unhooked, have borrowed time activate, get MoM activated, downed and then use DS, while. it takes some lining up it i dont think something like this should be possible imo.

  • As above.

    The body blocking bannable offenses don't count if the person being blocked in an area is hooked or can die ending their suffering.

    Body blocking being bannable equates to a holding the game hostage scenario so a killer blocking someone in the basement who is not hooked, or blocking them in a corner, survivor a also can block others in corners so the same applies.

  • @Dragonredking said:

    To explain for people that might not get it.

    Imagine their is exactly the same number of solo game and 4 man game.

    Let say their is 500 solo game and 500 4 man swf

    The solo will compt as 4 solo player because each of them queued as a solo player and the 4 man swf will compte as one because they queued together.

    So their is 2000 solo player and 500 swf squad

    In the end both solo and 4 man swf are as common as each other but the data say that their is 4 time more solo player

    That is not how it works

    The figures are for lobbies detailing how many start with what percentage of players in them.

    The only real true figure in terms of games there is though is the 4 man SWF as no others can join them meaning that 3-6% of players is not 3-6% of lobbies.

    Read what they said below the stats that it's how players join a lobby but each player is seperate.

    "This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches."

    So if there were 500 solo and they made up 50% of the stats it would equate to roughly 6-12% of that figure of players joining in a 4 man.

    That would mean only 30-60 players playing in the 4 man.

    while it does need worked out it's not an equal to 4 solo players being the same as 1 full swf lobby, it's done on how each individual playersjoined the lobby so 4 solo players is equal to 4 swf players in a 4 man squad.

  • As someone stated I also sometimes get accused of being in a four man when playing solo, it's hard to tell when people play well they can be thought of as SWF.

    This is due to SWF having the ability to be so strong that anything that looks that way is deemed to be that.

    The stats don't divide the ranks though so depending on where you play there may be a lot more in that area, the stats simply show how many lobbies had each type of player, so a 4 man being in 6.5% overall could mean 40 or 50% of rank 1, without them separating it's all speculation right now.

  • They just need to make swf lobbies match make off the highest ranked player rather the lowest.

    It's been asked for numerous.

    in Swf Comment by twistedmonkey
  • Alt F4, task manager, pulling the cord etc.

    The leave option is for those who have legit reasons, no point removing something when there are other ways to do it just as easily.

  • It doesn't actually waste any extra time as the 16 seconds more to heal yourself equates to the same time off a gen as you and another survivor healing you and you dont have to waste time finding them.

    That is why there is a non heal meta and gens go faster, each time you don't heal up can be 32 s of a gen done.

  • The system need fixed by means of a complete overhaul, ranking shouldnt be about how much time tou can plau a month but on many favtors which shiw skill.

    They certainly wont implement a system to legit derank, imagine if a survivor asked the same question.

    For now it is what it is, wait for rank reset, then play for blood points and make sure you don't rank up past where you are enjoying the matches.

  • The hatch is to give the remaining survivor hope which the entity feeds off in the lore.

    In terms of gameplay its due to you being paired with randoms when playing solo, if the others go down easily yet you play well it's a chance for you to get out instead of being punished for the mistakes of the others.

  • No thank you! with this community you would end up using mute most of the time which completely goes against it's purpose.

  • HAG she is more fun to play when you get to grips with her.

  • I dont think its possible with how the game is.

    The audible warning of the terror radius removes that aspect and no amount of darkness will remove being able to hide when you hear that.

    That's why the scares come mainly from Myers and Hag nowadays.

  • Bond is stronger imo even with its smaller range as it has no conditions.

    Empathy used to be unlimited and only shows when a survivor is injured so you have that condition and for the most part you assume they are being chased if they are running, this isn't always the case as you will find out when jump scare Myers grabs you off a gen.

  • @MystiKasT said:

    https://forum.deadbydaylight.com/en/discussion/comment/457097#Comment_457097

    People go on and on about how different this game is because its 'asymmetrical'

    Except when it comes to comms. Then its fine, because all games use comms.

    4man SWF have a massive knowledge advantage they should not have. The game was NOT designed around knowing the killers location, perks, where is safe, when its safe to unhook, what gens are done, where the gens are, chests are.

    These are all things SWFs know that the game was NOT designed for them to know. They were not INTENDED to know that information. This is NOT acceptable.

    What about that don't you understand? @twistedmonkey

    And what tone? Are mods gods now? Am I not allowed to say they are not being honest? What tone works for you? Let me know. I will be assure to adjust my tone to meet your delicacies.

    What are you on about? No one has said comms don't give an advantage but the fact is that are part of the game like it or not.

    SWF was planned before release it's just that the devs didn't think about much comms could affect the game.

    Name one game where people play with friends where comms aren't used? Its a fact nothing more assymetrical or otherwise.

    The point I was referring to is not the amount of info comms gives over solo as that is never in any doubt, I was referring to you saying they were not being honest.

    The fact is that have acknowledged comms give an advantage and are trying to solve it but it's not as easy as it sounds as like I said you cannot give the same info to solo.

    Again what are you on about asking if mods are gods? Are you so upset you have to resort to childish remarks such as that? Being civil to people has nothing to do with being delicate it's part of being a grown up, saying someone is dishonest is rude no matter how you look at it.

    You were wrong about them not acknowledging the problem, wrong about them trying to do something about it so just take it as it is, you made a mistake and lashed out at someone and were rude for no reason as you got upset over a video game.

    There is a simple solution to people that don't like the game and how it is, play another one, I would recommend civ 5 but since you are newish you probably won't get that joke.

    (The game director recommended that people who think like you do take a break and mentioned that game)

  • @MystiKasT

    Peanits already said it had been mentioned before that they were trying to close the gap by giving solo more info before your post is quoted, that is acknowledgement for this thread that they know there is an issue and they are working on it.

    Not knowing this or being new doesn't excuse the tone you use as some research woukd get the answers you wanted.

    For the record players on comms are not map hackers they, you have to think what multiplayer game doesn't allow friends to play together? Calling them hackers is silly as it's a game feature.

    In any game groups will always know where the enemy is over solo players it's just how it is and incredibly hard to fix, Evolve had the same issue with balance, even fps games such as cod and battlefield groups have an advantage of knowing where someone is so it's not just asymettrical games either.

    The more info for solo hasn't been working as intended though as no amount of info they can give solo will close the gap and that's the only major issue now, some of the changes inherently buffed swf also.

    Solo can tell where the killer is at all times, can't tell what pallets have been used and where, can't tell if someone else is going for the save, how much of a gen has been done for certain conditions such as waiting until saved to hold off so adrenaline can pop at the right after a BT hit to name but a few.

    All that though still doesn't change the fact it was quite rude how you implied they were lying and asked them to be honest when in reality they have been they just don't know how to sort the issue.

  • @MystiKasT said:

    https://forum.deadbydaylight.com/en/discussion/comment/457040#Comment_457040

    You aren't being honest, so we can't have a constructive discussion.

    4 man SWF versus 4 solo players is not just a 'gap', its a totally different game. It would be nice for us (as killer mains) to know that you (as the people we put our faith in) are aware of not only the problem, but the extent of it.

    You act like its a minor advantage; it is MASSIVE. @Peanits

    As a player, I do not have faith that you, at BHVR, understand the scope of the advantage gained by 4man SWF -- as you've never said or hinted you do.

    Not asking you to fix it overnight, but I am asking you to acknowledge there is a massive problem here.

    They have aknowledged SWF as a problem hence the reason they have been trying for a long time to bring more info to solo and close the gap, you have your answer and its certainly not happening over night so why keep asking in such a derogatory way for the same one we got months ago in this thread?

  • The problem with the 2 kill scenario is it rewards camping to rank up, for the most part you should always get 2 kills doing this but get less points.

    As a survivor it can also be easy to escape without doing much and not an indication of casual or play to win.

    It means gen rush is the best way forward for survivors who want to pip.

    This system encourages two of the main practices currently complained about.

    I think the issue with the current system is no matter how well you play your pip is not just in your hands, it's held by many factors for both sides.

    Killers you need survivors to be altruistic to enable a pip and also down them multiple times even if its not in your best interest to let them go.

    Survivors you need killers to allow unhooks to pip and to share the unhooks evenly which is difficult since it they reward BP's and WGLF stacks.

    There is also the achievements which would need to be reworked as they have gotten harder for new players and since a portion still say "never reached rank 1 your opinion on the matter means nothing" making this harder just divides the community even more.

    To seperate casuals and those who play to win imo takes more than just not allowing them to rank up, it's why I keep saying the matchmaking and levelling system need seperated, matchmaking should be done on many more factors where deranking doesn't aid who you play versus.

    This system in reality makes it easier to derank or stay on the lower bracket as you just get yourself killed at the end which could cause a disparity between player numbers in ranks 9-1 as the killer would either have to kill them or with egc that becomes even easier for survivors forcing a killer to pip, if they don't leave well the killer pips and survivor stays where they are.

  • I think the problem with viability comes down to the powers.

    The most viable ones have good mobility, teleport or hit from a distance.

    The power is what dictates how viable a killer can be against good players hence, Nurse, Billy, Hag and Huntress all fit into that mold as they can apply more pressure and can do better against looping than the others even if three of them are 110 speed.

    The standard M1 run and chase killers are the ones considered less viable due to having to be right up on the survivors with no ability to help get closer other than walking.

    I think the fun aspect the talk about is from having a variety of killer powers which can be fun to play as they create diversity.

    Any killer that has to take the time to walk or can't hit from a distance has more of an issue.

    That's not to say they aren't viable as some players can take a good team down with them, they are just less viable for the majority and take a lot more work in game to get the result.

    So do they make all killers more mobile and balance the game or do they make them all walking and balance the game? As with both existing can they truly have balance between them?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/455264#Comment_455264

    If you think negotiating with terrorists is a sound principle, then you would have missed my point regardless.

    Derankers are going to derank regardless of any change that happens to the game. They'll continue to do so even with NO changes to the game. Because that's what they do. Nothing you do will satisfy them, because they are pursuing a goal different than traditional players. With that in mind, the effect such a change would have to whether the rate they derank is inconsequential.

    Those that do yes they will continue to do so.

    What you don't want to happen though is more start to join them.

    Secondary objectives is the best way to go along with this as gen time increase makes the game play more mundane and also buffs the doctor and high mobility killers who can manage the 3 gen strat.

    They would also need to look at giving more rewards or some way to make it worthwhile ranking up as if they leave it as is why bother as it means less points overall, hence the reaaon more would do it.

    It's not a cut and dry change and many factors need to looked at along with changes for it to work.

  • I don't think they should ban for it as it can be too hard to tell if its intentional.

    I also posted that they shouldn't ban for the mend exploit for exactly the same reason.

    I am not a fan of banning for bugs the devs create which can be done by the player accidentally.

    The issue of course is banning for one and not the other which isn't fair in anyway you look at it, they have set a dangerous precedent.

    They should be making it a top priority fix and some info of the problem and whats happening right now regarding what is being done would be nice.

  • I am not against cross platform 100% it would make it harder for controller users playing killer especially.

    A lot of the complaints about killer balance on these forums are from console players as it's harder to deal with 360's for one.

    Now if they went via pc players who can 360 on a time at lightning speed sometimes doing 4 or 5 turns in 2 seconds it could make that 3ven worse.

    Now take the Nurse who is said to be not great to play on console, on PC they can be immensely strong also take the fact that no good pc killer falls for 360's it makes a it harder for console users overall.

    I can also flick my mouse and instantly see behind be or all around me, I don't know if controller is different on console but I tried it on pc to feel it out and I found looking around me took a lot longer, it just felt like I was disadvantaged for using it.

    The balance issues between the two could be a problem which cannot be fixed after it happens as buffing console would probably mean that buffing pc happens at the same time, it could be much like the swf and solo scenario where the gap stays the same no matter what they try.

    It's one of those things that while it's good for the player number it may not work out as intended or how people think it will.

    It has to be a concern as no one wants to be disadvantaged and while mouse and keyboard support helps on consoles how many actually would use them?

    I think a good amount of tests should be done where everyone can join and make it something like pc killer vs console survivors and the pc survivors vs killer on console and then a mix of all with each test outlying what they are doing and then release the numbers, at least that way users can then vote and decide if its something they truly want as they know what they will be up against.

  • They could rework it, say it's a hex but not lit, it works for 30 seconds from the start but isn't lit then once each gen is popped it works for another 30 seconds and is then lit within that time, after the 30 seconds it goes dull again, if gens pop around the same time it adds 30 seconds use for each one done but only stay lit to a max 30 seconds from the first as the time doesn't add on.

    It means survivor should want to cleanse dull totems taking them off gens, it does slightly nerf NOED as the totems want to be done.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/449332#Comment_449332

    @twistedmonkey

    No one ever complained about healing speed and those who did, didnt even know what they were talking about.

    Killers asked for a nerf to repairing speed and devs instead nerfed healing, which made made gen rush even worse.

    @tt_ivi_99

    I dont how long you have been around but people have always complained about healing and the speed of it for over two years, SC is OP echoed around steam and here and the fact that you could heal permanently have always been a bone of contention.

    Since the nerf it went quiet until it slowly turned into complaints that they don't heal.

    Gen rushing has been around since 2016 but back then gens took 40 seconds, it got worse when sabo was nerfed and then the complaints really started happening more after the victory cube, the complaints have been growing since then and why we have asked for more objectives.

  • To me it looks like a yearly/season pass, all DLC is paid for up front like in other games for a duration maybe or say 4 DLC releases.

    Personally I like how the game is setup now as I always wait to see a DLC before buying it, it is so cheap anyway and can still buy with shards.

    I wouldnt buy a pass as I've been burned before but thats just me an my opinion, its of no use for someone like me but others may like the idea.

  • It depends on what hapoens.

    A patch that buffs killers more means you will see posts asking why survivors are always being nerfed, it's killer biased and the game will die soon.

    A patch that buffs survivors more means you will see posts asking why killers are weak already why buff survivors the devs are survivor biased the game will die soon.

    When it comes to balance there is no biased it's about trying get the stats to a 2 die 2 escape average, not all decisions are great by the devs but that doesn't say to me they are biased there would be no nerfs to either side just constant buffs for one.

  • I have heard a lot of complaints but kobe? Its a 4% chnace, how many games have you played in where they tried to kobe and went into struggle phase instead?

    To say there is a perk well that's to give them a guaranteed unhook if they do a save first it's not the same, it's akin to saying killers now have a perk which spawns hooks so they shouldn't respawn on there own, can you imagine making that meta once we someone runs sabo? Its silly.

    Unbreakable was also designed specifically to counter slugging as it's not a great mechanic to be left on the ground for 4 minutes doing nothing, it's part of the mind games and the risk of slugging.

  • I think 6 perks causes a lot more balance issues.

    The devs don't like the bloodlust mechanic, one of the fog whisperers said they would like to remove it if they can.

    Cooperation perks also buff swf a lot more than solo and could make games go even faster.

    Some of the perks slots are also pay only dlc as they are licensed so it could be considered on the p2w side as it could take a long time to get 4 perks in the shrine.

    It also means if a dlc comes out with a 5th or 6th perk slot for one side the other would need one.

    I think the perk system is fine as it, some less useful ones need heavily reworked so players want to use them but in games such as this a meta will always be around it's just how gamers are they use what benefits them most.

    This won't change much except add another 2 lots to add to a meta and make it harder overall to balance.

  • It's been discussed many times.

    The problem with that idea is it doesn't cause diversity as players will still pick the strongest character with the strongest perk they want and some have the upper hand on that.

    For example who would play ace or kate? Billy and ,urse also become stronger and you nerf no terror radius Myers due to monitor and abuse not being as good on him.

    Because of some chars having stronger default perks it may actually cause the opposite of diversity.

    The other idea was to give slight passive to survivors and killers with what something in there base kit is.

    For survivors Claudette heals slightly faster faster, meg is quite doing actions, jake is quiter when injured not by a huge amount say 5% or less.

    Killers trapper breaks pallets faster, Billy recovers from stuns faster, nurse sees survivor further when healing maybe even 10% for killers.

    Just a couple of examples and something to make them different but not by way of nerfing the actual perks themselves as some killers could become even weaker in comparison to others.

  • They are either trolling or happened to click the very first forum post page by mistake.

    I generally give benefit of the doubt so hopefully they notice it's old posts they are replying too.

  • Holy necro the op is from May 2018!

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/449355#Comment_449355

    Nothing wrong with dodging a lobby. Fix swf and they won't dodge. There have been tons of suggestions since swf has come out and they never do anything about it.

    There is as it creates a problem when one side can cherry pick and not the other.

    Many think nurse is OP, hated Legion, don't like Mori's it's the same as saying they should then be allowed to dc.

    Both are wrong to do imo and who knows part of the reason swf stays unchanged could be due to only the best killers versing them skewing the stats.

  • @Kilmeran said:

    @twistedmonkey If they handle it like some other games, Overwatch for example, then lobby dodging shouldn't be an issue with dedicated servers.

    For example, in Overwatch (except for Competitive Mode, which works its own way), there is the 30-second character select countdown. If I see a team-comp for a given map that I know from experience is likely doomed to fail, I bail from the match during that countdown since there is no penalty for doing so.

    I.e. I lobby dodge.

    Overwatch will simply put someone else in my place.

    With dedicated servers, if they set it up to also refill a dodged slot, then it isn't the issue it is today. It will simply dump in a new Killer, since the Killer is no longer the host and ending the lobby by leaving.

    @Kilmeran

    I have also expressed my opinion of locking survivor a in before the killers so they don't item switch last second to stop that issue.

    The problem with dodging as I stated is killers for whatever is in the lobby, this creates long queue times for the players, take overwatch you are looking for one other player to fill the void out of a pool where there are hundreds of thousands, DBD has a much smaller base and in theory has a 80/20 split for best results making it longer to fill.

    The other factor is there is one mode, rank or non ranked it's simply one system, the cherry picking for easier games isn't about this map or that it's about not wanting to play versus a certain setup which imo is wrong to allow one side to do and not the other.

    Again take overwatch each player sees what they are getting into when dbd only the killers have that option, to allow one side is not really fair and why I think it should be removed as can you imagine how many legion players would not have been able to find games if survivor had that option.

    Survivors could do that at the beginning but it was removed due to them cherry picking killers, I see no difference for that now.

    I believe playing with what the game offers gives the devs more stats to buff what is needed for killers.

  • The only ones who want to see an swf indicator are those that dodge lobbies, saying it's for setting up is false representation as players dodge for a multitude of reasons anyway.

    They also complain about survivors dcing which is funny in itself, while dcing is scummy and needs fixed dodging also needs fixed as it's just as bad in principle, both sides not liking what they are matched with.

    While swf needs nerfs as it is too strong doing this excludes a portion of the player base from finding games quickly just for using what the devs allowed them to have, they won't do that to paying customers.

    Right now until they say they will fix it either accept it or don't play, those are your only real options.

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