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twistedmonkey

twistedmonkey

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twistedmonkey
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  • @twistedmonkey said:
    Never state how to force a bug or exploit, it's against the rules.

    there is no unfair advantage, I did that on purpose for fun and as a gentleman

    Doesn't matter as it's against the rules to state how to do any bug or exploit and for good reason.
  • Never state how to force a bug or exploit, it's against the rules.
  • Once dedicated servers come they should just time people out.

    This should work as if it's the server they should be able to tell and it won't time you out, if you need to leave for legit reasons a small time out should not matter and if you lose connection it gives you time to sort your connection out.

    Time out increases each time it happens within a set period.

    People can just die on the hook of course but they could solve that so if you don't struggle it keeps track and after a set amount you start to lose bloodpoints which again increases the more you do it starting with 50k.
  • As above with BP but add in the fact you don't lose your lantern upon being hooked, maybe deposit them in game after a gen is completed for 5k points and 5k for escaping after doing so.

    Killers lanterns are on the hook you use so you don't need to waste time finding them, also you only get the points for the first hook on each survivor.

    Also increase the envelopes to 3 per bloodweb.

    Pitting survivor v survivor v killer was a terrible idea, too many not saving, rushing gens, hatch camping, tunnelling hard and you can see why, it makes sense as it's the easiest way to earn your coins.
  • Show me games which are multiplayer that don't let you play with friends?

    It's unbalanced but until the devs see fit to do something you will just have to deal with it, maybe instead of crying you could come up with something constructive on how to help solve it instead.

    Either that or try playing another game that doesnt cause you to rage post on the forums and make yourself look silly.
  • An swf can coordinate to win easily with no perks.

    They could start with working on making 4 man SWF more balanced, test it on a ptb or ask the streamers to team up in a test environment where they could add more objectives for them, an extra gen or two, more totems, remove offering and item stacking so one flashlight, toolbox, medkit map offering etc make bp offerings exempt only.
  • Iceman said:
    Master said:

    The killer has been designed with the survivors fun intended, not to create a viable killer.
    But apparently ur still not satisfied :smile:

    And yet they aren't fun which speaks volumes.

    I don't know who thought up this killer but to make a killer who is simply annoying to go against and isn't viable at the same time, then we have the mend mechanic introduction, it all seems like someone was trolling and no one on the dev team realised until it was too late.
    Some players like to be chase and 360 the killer. The Legion is perfect for that. On top that they are anti-tunnelers. If you try to tunnel then you suffer as the killer. 
    No good killer gets 360'd, the Legion is just not fun as they are a troll killer for both sides, there is no outplay with Frank's mixtape as he will cheese the down very easily, add onto that the anti stealth mechanic along with mend it's a boring match, the best bet as survivor is to stay away from others, dont heal and rush gens.

    Sounds great fun doesn't it?
  • More chance to get a lantern and 4.5k bp, not really worth a lot when you have to find one, lose it upon being hooked when you can get 20 points just by rushing all the gens each game.
  • Hallowed blight was the better event due to the aesthetics of it, all round it was more pleasing but it did cause major issues with survivors not being able to get points after they finished compared to killers, people dying once a pustual was full and long lobbies until they changed it so you could get all from one side.

    Moonrise may try and make it a normal game but it fails, survivors no longer worry about saving as once hooked you lose your lantern and risk others not saving your better rushing gens for points, killers get little points and it promotes hard tunnelling, it should give more points for hooking each survivor, it's also very plain in terms of an event.

    If they made it so lantern were not pitted survivors v killers, survivors gathered and deposited or didn't lose it upon being hooked and killers destroyed the lantern on the hook they hooked a survivor on imo it would make it a lot better.
  • Master said:

    The killer has been designed with the survivors fun intended, not to create a viable killer.
    But apparently ur still not satisfied :smile:

    And yet they aren't fun which speaks volumes.

    I don't know who thought up this killer but to make a killer who is simply annoying to go against and isn't viable at the same time, then we have the mend mechanic introduction, it all seems like someone was trolling and no one on the dev team realised until it was too late.
  • Imo the pay option should be there for those who can't do an event at the time it's on, anyone who plays should be better rewarded with a steady flow of coins feeling like they are achieving something while having a lot of fun playing.

    The fact that you paid while the event is still on rewards the devs for how it is, I am always careful to reward any company with money as they are more reluctant to change things, the future events may well be just as bad as this one if to many have the same attitude and open their wallet while it's active.
  • Hallowed blight, even though it caused problems it was more fun and the looks and audio were nice.

    Personally I think moonrise is the worst event so far, mainly due to them pitting survivors vs survivors and killers, to lose the lantern after being hooked means people don't want to and often dont save removing part of the game play.

    I think the lanterns are nice, escaping with them are nice but you should keep what you harvest as survivor or get them by doing gens and then depositing them, the killer should fill the lantern on the hook they put the survivor on and harvest that.

    This way each side is doing an objective and can still play the game normally, I like that they are looking into trying new objectives but like the hallowed blight it creates more issues than it solved and makes the game less fun which is the opposite of what an event should do.

    If they wish to add more objectives to a match l wish they would just do a ptb with some actual meaningful gameplay changes.
  • yeet said:

    remember survivors, that YOU asked for this when you demanded the emblems to be made easier
    THIS IS OF YOUR OWN DOING!

    Actually it was also killers complaining as not enough survivors were ranking up quick enough which caused long queues at the red ranks.
  • Peanits said:
    Jdsgames said:

    @Tsulan does it apply for the whole team?
    0_0

    It's not supposed to and will likely be fixed soon.
    Personally I would leave it and adjust killer points gained to compensate, if as a survivor you don't get a lantern and earn around 12 points per game, giving the queue times and also the lack of red envelopes being played there is not as many showing up due to the cost and lack of bloodpoints that's roughly 400 games to complete the event worst case.

    Say you did get a lantern and escaped around of your 25% games that is still around 300 games, that's 22 games a day, queue times are hurting this event already making this unachievable for most of the playerbase. 

    I would not say survivor point gain is broken right now but killers is so that needs increased.
  • Leader: Provides 9% to everyone on the gen except for one person. Increases healing speed, totem cleansing speed, and gate opening speed by 25%.
    Prove Thyself: Provides 10% to one person on the gen. Doesn't speed up any other actions.

    Prove Thyself: OP
    Leader: Fine

    ???

    They changed leader so it doesn't affect gens anymore.

    Prove thyself gives each one on a gen a 10% decrease it's not a huge change and as others have said it only removes the penalty they introduced for coop actions, not worth running imo but right now it's a perk to change the usual meta setup for a while at least. 
  • It's good they are trying different objectives for the overall game but I don't think an event is where it should be done.

    The best events have been done on hooks and gens for a couple of reasons, the coins we got were easier to get and you felt like you got rewarded and the survivors and killers could work together to help each other out.

    Some people complained it ruined the normal game being bah humbug but it was a nice change from the usual toxic nature of the game and made it some what friendly and people often thanked each other at the end.

    Pitting the sides against each other like this doesn't feel like a great idea imo, when your game is so toxic most of the year maybe dont breed even more of it with an event when you can instead have people playing for fun with a common goal instead.
  • It comes down to someone who is holding the other player in a scenario where the game cannot or does not end.

    Couple of examples

    The killer blocking the basement stairs ir a survivor in a corner when they cannot die or escape for a prolonged period of time.

    A survivor refusing to leave the game when the gates are opened and urban evades, hides in lockers and the killer cannot find them for a prolonged period of time and no gens being done.

    If a killer is waiting out a perk or you can die it's not holding it hostage, if you are actively trying to do gens even in small increments you are not holding it hostage.
  • Depends what the video evidence shows.

    If EAC doesn't pick it up it needs to be hown on video without a shadow of a doubt in the devs minds or they won't be banned.
  • weirdkid5 said:
    I have also proposed nerfing people that are queued together in a SWF squad, but they already shout and moan about being "punished" for playing with their friends.

    They need to realize that there needs to be some give and take here for breaking the balance of the game so heavily. The Killer in the SWF mode would need more than just a BP increase, he would still need buffs to compensate for the communication, but I agree that buffing Solo Survivors only buffs the SWF squad even further and makes the gap just as wide as it was before.
    Agreed, I think they should first look at 4 man SWF and test some changes on a ptb and ask the streamers to participate as a favour, adding extra gens, totems perks respawning after being destroyed to another once or twice, no add-on or item stacking could be a start.

    Perks is a bit of a grey area to myself as go nerf something they earned doesn't feel right but at the same time some are stronger with swf, I don't know how I really feel about that option.

    It does get harder balancing when there is solo players in the queue so a 4 man SWF test is a good place to try something at least.

    Something really has to be done in a new direction imo as it certainly has not been working with what they are trying so far.


  • Personally I think any developer making a game such as this when you put 4 people versus 1 always has to plan on having friends playing together and I truly believe the devs planned on this mode.

    What I do not think they planned on or had a clue about was the impact people on comms could and would have on the game and now they have the problem of trying to balance between the two sets of players.

    They now have to think about how to do it and seperating the queues could be detrimental to the game as how many killers would willingly want to play that mode? They could give incentives so they would want too but if they are too much that could make solo queues too long.

    They have tried buffing solo and it has not worked so far as each buff also buffs swf, it keeps the gap intact and a lot agree there is no way to make solo as strong with what they are doing.

    Adding voice is also not the answer imo as it takes away fundamental parts if the game, it also makes those who don't want to speak, live in regions with multiple languages or have no mic at a disadvantage so it creates issues with the playerbase who have played how the devs envisaged the game.

    This is why over the years my stance if SWF changed and I think they should look at bringing them into line with solo players by ways of nerfs, it's going to take a lot of thinking and work about how to go about it but that's my opinion on the scenario.
  • The only way to stop a killer camping is to make it more worthwhile.

    This means going after another survivor has to be so much more advantageous than that single kill, in terms of bloodpoints, emblem points and for those that don't care about the first two overall killing.
  • You are allowed to sandbag to save yourself if you wish so even from the survivors angle it won't result in a ban as it's a one off video.

    In any case they would need to show them working with the killer for a longer period.
  • It's about time played not much else for survivor, knowledge of the game helps but no skill is needed with the emblem system, the only thing that can stop you pipping is a camping killer or rushing gens.

    Killer is a bit harder but only slightly and only if they do the gens quickly, even then a lot of the time they screw around for extra BP afterwards so you get one or two.

    The problem they have in making it more difficult is it needs to be done on both sides, the last time they made survivor more difficult to pip the killer queues at high rank were the longest they had been without it being a bug, so they changed it, this will be the main issue with changing anything, keeping enough if each side being able to rank up.


  • Chase them out, there you go, you manually stopped them doing it anymore.

    Your welcome.
  • Yes because it worked out so well for that other game dubbed to kill dbd, so many trolls in each game having to be muted defeats the purpose, it's toxic enough with simple chat without giving them another way to abuse people.

    Then there are those who bought the game as it didn't have this feature and may not want to speak, should they have two queues or be offered refunds?

    Not to mention not everyone speak the same language, how about Asia or Europe should they be told to speak to speak the most used language in ther area or suck it up?
  • The changes sound ok, the only thing to watch with the trap size is the basement.
  • Regardless of what anyone thinks this whole thread shows that the underlying problem it's the fact that everyone is matched together regardless of skill.

    All videos are relevant as they show good survivors or those who go out to can gen rush in 4 mins and not as good or even some good survivors can die in under 2-3 minutes all the while being around the same rank.

    Since rank is no indication of skill the system needs a complete overhaul, the thing to think about is since a 4 min gen rushing is not a high percentage of games is it ever going to be a priority?

    The reasons I say this is due to them needing to work out percentages of good players v bad in both killer and survivor, this is a must or you would have a disparity of players meaning stupidly long queues for one side, they would then need to fix deranking and possibly scrap the reset system, add in more objectives the higher you go up the skill ladder to help out and I am sure a lot more would need done.

    There is also the casual/ranked system to think about since any change such as the above is a change that means doing the objectives will be paramount and those who like to screw around may start to not have as much fun or they simply don't rank up and bully less skilled killers more often.

    To be honest on paper its a lot of work and I don't know if the devs will put that work in with how little it seems to happen.
  • Camping is not toxic it's a strat, there is no point complaining about this part of the game as all that will happen is you will see killer mains complaining about what survivors use and then survivor mains will complain about what killers use rinse and repeat, it's a never ending cycle.

    The rule for myself is if its part if the game it's not toxic that includes any strat, perk, item or add-on, even tbagging isn't toxic it's baiting to tmsay come get me and so in essence a strat to owaste the killers time.

    You many people get upset over the littlest things in the game and take it too seriously, who cares if you kill or die or how it happens if it part of the game?

    The true toxicity comes in the after game chat, not the simple trash talk as that's banter but those who spew such vile uncalled for hatred that it seems something must be wrong with them to think it's ok to treat anyone in such a way.
  • Go for them over the one being sandbagged, I'm not going for the easy prey in that scenario as I feel bad for them.
  • Well in my opinion moving into the direction of more information for Survivors and then buffing Killers in turn would be preferable to stagnating the game in its current state. I think there are a great number of ways they could make the game more challenging in other respects after the fact, but depriving Solo Survivors' information is something I'm personally against.

    At this point we're not arguing a specific point or area of balance, but rather purely game design philosophy. So I'm willing to agree to disagree, because I don't believe we're going to reach a compromise of beliefs.

    Believe me I used to think exactly the same way, I used to argue that it wasn't right to remove aspects of the game from those who bought it and wanted to play swf but over time it became evident nothing is really changing and it's became my opinion that it seems almost impossible to truly balance the game by making solo more like swf so killers can get buffed.

    But we just have different opinions on the matter that's all, who knows I hope I am wrong and you are right as it seems the direction the wish to go in.
  • Chaoxide said:

    My point was that there isnt any actual challenge to the game after you learn the basics there is a very small gap between the "great" players and the average players, the only real difference being is abusing exploits in the game.

    Making the game easier for newer players would NOT change this what so ever really, there is very little difficulty at all in the game having easier clarification for someone whos playing by themselves vs SWF wouldnt hinder this really it would still be about the same challenge thats ALREADY in the game but now making SOLO become closer to SWF in terms of gameplay.

    So you don't think the moments where you werent sure if they had NOED at the end of the match when someone injured went down mattered or the extra time it wasted even if only 15 seconds when a totem went off to find out it wasn't ruin, there are many more examples but those two are already lost, do you realise something a simple as seeing a notification was a nerf to those and any hex perks.

    It's not about making it harder for new players, I already said after you hit rank 15 remove notifications, the fact still remains without showing every pallet, where the killer is and coordination etc i believe they cannot bring solo anywhere near swf lvl and that can't change without comms which would be detrimental to this game with how toxic it already is.
  • It's a matter of accepting that games with any form of asymmetrical gameplay are impossible to truly balance, because it becomes a matter of opinion. Pong was perfectly balanced because there was no asymmetrical gameplay whatsoever.

    But that doesn't mean you shouldn't strive to make your game as fun and balanced as possible. Just because Behavior has failed to make SWF and Solo gameplay on a more even playing so far, doesn't mean they should give up.

    As with all asymmetrical games, but they do need to make sure what they change doesn't affect the enjoyment of the game.

    They should always keep trying and they will, my worry and my opinion is that in the direction they are going the game is and will keep becoming less challenging even more of the m1 simulator than it already is, as in some respects we already know too much and it won't be long till that balance becomes an even more show where they are, dowed and hooked with not much hunt and chase gameplay left.
  • Chaoxide said:

    Ah the good old super challenging survivor aspect of dbd, the oh so difficult hold down one button or run around a area and drop a wooden board every so often. The embodiment of skill!!!!

    You know after all you replied your sort of proving my point which was to keep what little else we have intact or or as just that, holding m1 only without ever having to think or be aware anymore.
  • @twistedmonkey said:

    How is it subjective that solo would be disadvantaged by balancing the game around swf?

    Ah this seems to be the crux of our disagreement.

    You seem to view it that Dead by Daylight is balanced around Solo correct?

    I view it as already being balanced around Rank 20-10 SWFs, thus buffing Solo for said balance is not an issue in my eyes.


    Yes SWF was always intended to be apart of the game that's not what I was saying, the use of comms was not intended and how much it could changed the game was highly underestimated by the devs, hence solo PLAY the game as it was intended.

    You'd be correct in that Behavior didn't intend for voice coms, and that they underestimated how much voice coms affect SWF.

    However, they've also said on stream that whether or not there's a voice com built in: there's Xbox/PS party chat, Discord, or some other third party software. Behavior stated that you just can't stop players from communicating.

    Behavior has accepted that they either won't or shouldn't stop voice coms. So to me, this clearly means that action should be taken to reduce the gap between SWF and Solos, regardless of how much voice coms make a difference.

    No I see DBD for the last few month trying to balance around comms which hasn't worked hence this thread.

    Yes BHVR have accepted voice chat in the game now but they have also stated they underestimated the impact it would have.

    That is where our opinion differs, my opinion is if you cannot fully balance the game by buffing solo so why not look at changing how swf is?

    Answer this, if they buff killers to compete with swf that means solo (as you agree they can never be buffed to the swf lvl) care disadvantaged, if they don't then killers can never truly be strong enough against swf, so what conclusion does this lead you too?

    For myself it says either solo or the killers will be the ones who get the short end of the stick with how they are tackling it, all the while swf the topic of this conversation is left alone, so why not look at brining them into line with what is and has always been working?

    As I said, for months they have been trying to buff solo and killers but we are still in a situation where swf are considered too strong and break the game, so all that has happened is we now don't have to think or be aware like we did.

    Imo they need to go directly to the problem and add in the ways to make it happen, for example a 4 man SWF they could add another gen or objective, cannot stack add-ons, items, certain perks.

    With swf they know if the others have certain perks but it's not simply about knowing those survivors have them but being able to make them work at the best times, solo will never be able coordinate on the fly like swf which is where it all falls over and keeps the balance issues intact and will always keep one of the player types weaker imo.
  • Yes it’s subjective, that’s why holding back balance changes for the sake of preserving a specific type of “immersion” is pointless.

    Maybe some people want an edge of their seat tense experience, while others want a generator repair simulator.

    I am viewing it as a problem in the sense it makes balance difficult. It’s here to stay, so might as well ways for it to coexist.

    You’re viewing as a disease that needs to be cut out.

    And what do you mean:

    “Do you think it is right to make those who play the game as it was intended the ones who get the short end of the stick”?

    I assume you’re referring to Solo players? If so then that brings us back to the first point of subjectivity. 

    SWF was planned before release as said on stream, but was delayed. So it was always intended.

    And Solos aren’t getting the short end of the stick. They’re receiving massive buffs.

    Unless you’re referring to the “immersion”, which we already established is subjective.
    Subjective hence multiple viewpoints on the subject.

    The balance changes need to be done right not like in the past with band aid fixes which is what has been happening.

    Right now after all the changes so far solo doesn't even come close to closing the gap on swf, that says to myself its not working by trying to change the game around one problem.

    I am not viewing swf as a disease that needs to be cut I am stating it as a problem, if you didn't view it as a problem yourself this whole this whole discussion wouldn't be needed.

    How is it subjective that solo would be disadvantaged by balancing the game around swf? Since you yourself stated they can never completely make solo the same unless they added voice chat then if they balanced the game around swf with anything but that solo would inherently be at a disadvantage, if they didnt completely balance it around swf then killers are disadvantaged.

    So that is two sets of players not being able to compete at a lvl due to one set of players, so this points to the overall solution of balancing swf to fit in with those two players sets.

    Yes SWF was always intended to be apart of the game that's not what I was saying, the use of comms was not intended and how much it could changed the game was highly underestimated by the devs, hence solo PLAY the game as it was intended.

    Everything in a game is subjective to what one wants out of it, the one thing about a game though is it needs some sort of challenge to keep you wanting to play, if they make it too easy on either side then that challenge gets lost which has already been happening and you start to just go through the motions making it more and more mundane over time, that may be ok for someone with up to 100 hours but is it for those of us with hundreds of hours?
  • The game is not tense and never has been.

    Dead by Daylight is not a horror game. It’s a cooperative survival game where you do gens and run around pallets.

    Trying to keep the “immersion” in an online survival game like this is kind of a fruitless effort. Especially when Survivors in neon skirts and cowboy hats are teabagging supernatural Killers in santa and school girl outfits. And just because having more info on hand sounds less fun to you, doesn’t mean it does to others.

    I've stated multiple times that unless there’s voice coms, then SWF will still be greater than Solos. This is true, but there’s still a lot that can be down to reduce the gap. Even if they don’t have on the fly updates, these changes will reduce the ginormous difference.

    They track SWF for stats, however they do not have the code in place to make nerfs specifically for SWF lobbies.

    Moreover you’re specifically identifying SWF as a problem. Considering it’s not going anywhere and it would require creating new assets to change it directly, it seems more logical to simply buff Solos. The assets are already here and the changes could be applied much faster.
    Says who? You personally! The game being tense is subjective.

    It's a game where you choose how you play and what you get out off it, some players run around, some play stealthy others do gens and want to get out, there is not set rules on what someone feel a when playing it's a personal feeling hence for me personally i believe getting more info is bad for the game as it makes it less challenging.

    You did say they don't track who is swf and who is solo in your other post so what else may you be mistaken about? They may not have the tools right now to change the lobbies seperately but what's to say they aren't looking into it? No one ever thought dedicated servers would come after all.

    Of course I am identifying swf as a problem, you yourself identified the same problem or thia whole thread would be pointless, assets can be acquired easily but you are miaaing a fundamental flaw in buffing solo as since solo can never be comparable to swf in terms of info without changing swf they can not make killers strong enough v both as solo will always be disadvantaged.

    Do you think it is right to make those who play the game as it was intended the ones who get the short end of the stick? I don't so bringing the and fixing the actual problem into line is the most logical from that standpoint.
  • “No the game has already been dumbed down enough due to SWF, so many notifications and aura reading perks for both sides.”
    - You

    They don’t clutter the HUD, and as you said most people should know by the time they’re out of Rank 15, so why does it matter?

    They’re mostly quality of life than anything else.

    And if you weren’t referring to aura reading perks when talking about dumbing down the game, why did you even mention them?

    Moreover on the topic of:

    “there’s no way to close the gap between SWF and solo”
    - You

    Yes there is, most of the suggestions in this post strictly benefit Solo Survivors and thus shortens gap between them. Quite significantly, I might add.

    And whether or not you think SWF is broken or not, it’s been here for quite some time and is likely here to stay. They’ve said they don’t have the tech at the moment to specifically nerf SWF lobbies because they don’t track whether a lobby is Solo or SWF.

    So the logical alternative is to instead bring Solos up to SWF’s power.
    Oh so you can quote now show me where I said REMOVE any perks? I said NOTIFICATIONS, understand now?

    Most of the suggestions take the game to a simplistic format which only serves to stop you playing and just know everything that is going on.

    It sounds like you are too new to realise that each time they add something like the suggestions it removes tension in a game, why wonder if you need to hide when you hear a heartbeat when you know where they are? Why go for a save when you know where they are? All this does is allow all the survivors not only swf stay on gens for shorter matches.

    This is not the way to fix the problem making it even more of an m1 simulator, it just means we know everything instead of having to be aware, sounds really fun doesn't it?

    The thing is you don't seem to think about how each one off these buffs also inherently buff swf, the one thing say has that they will never be able to give is on the fly updates, the killer us going to shack, I used that pallet, no pallets left around the harvester, open the gate I have dead hard etc, to think some notifications and aura perks will bring solo anywhere near the same level is laughable.

    Of course SWF is here to stay who said otherwise? they actually do track swf v solo hence the stats they released on percentages on who plays what, having the tech and hand and it not being available are two different things, the tech us out there they just need to get it in place.

    The logical point to fix anything broken is to fix what is not every single thing around it, would you change 6 circuit boards, replace a whole cistern to fix a faulty pipe? Or would you look to fix which is broken? 

    Sounds like you just want people to post who agree with you, well sorry but I don't and will say my piece.


  • Oh yeah, I’m sure removing half the mechanics and perks in the game will be super easy, balanced, and not controversial at all. Then everyone will be able to be as good as you!

    Listen, even if they followed through with your outlandish idea, that still wouldn’t address the gap between SWF and Solo.

    Which is the whole point of this discussion.

    What the hell are you on about? Did I say remove any perks or are you just jumping to conclusions as you don't know the meaning of the word NOTIFICATIONS

    If you have trouble knowing ruin is in play after touching a gen, hearing and seeing the skill check sound get smaller distance apart with lullaby, seeing someone go down in one hit with haunted ground, MYC or NOED that's a git gud issue, how did all these players new and old manage without them for months after when the game came out? They must all have been amazing players.

    Here's an idea try actually playing and be aware of what's happening, I know it's a strange concept to do in a game in this day and age but it will make you better in the long run.

    There is no way to close the gap between SWF and solo, imo they need to stop trying to fix everything that works turning the game into a walk fest knowing each and everything that's happening for those who play as intended and concentrate on doing something about that which is not namely SWF on comms.
  • Bravo0413 said:
    The idea is to freshen the gameplay... and I feel the devs are trying to test for additional objectives-----> something that's been requested for some time.... now especially with the buff to PTS
    I know this and while the Halloween event gave survivors only another objective and it was fun it made players not care about surviving until they got the vial full, this changed the game and ruined it for other players who just wanted to play so it can never give them the true stats needed for an extra objective test.

    It's why I personally think rewarding doing all the objectives we currently have in game is a starting point for an event, they need to add real extra objectives onto a ptb so it can be tested with normal play.
  • You do know the hatch is in place to end the game quicker? Would you rather try and find a stealthy player for 30 mins?

    The only problem with the hatch is stubborn players creating a standoff and then complaining about a choice thry made.

    My ego doesnt get dented to do a standoff, I dont care if i kill or live in that scenario, I walk away or hit the survivor and end the match or jump in and let them try for the grab, I can then move onto another game gaining more BP and having more fun playing.
  • No the game has already been dumbed down enough due to SWF, so many notifications and aura reading perks for both sides.

    Why play a game, learn and get better when the devs will simply show us where to go and what's happening in every scenario.

    All these notifications should be removed once you reach rank 15 imo and you get out the learning zone. 
  • I can understand why they are doing this, it is to get killers to leave the hook hence hook, vessel, hook, vessel.

    The problem is the time it will take as others have pointed out so I don't know how it will work out but in paper it looks to be more annoying rather than fun.

    The problem with these events is they take away from normal play, why not simply reward what everyone does and give bonus event points for every extra you do like new survivor hooked for the first time, breaking totems etc.
  • The Nurse is fine, the only things I would change is the 5 blink add-on and rework the rest so they don't have such major downsides her add-ons need to enhance her in ways not make her worse.

    The problem most players have versus her is they try and play like they are facing everyone else, well that's never gonna work.

    Break line of sight, stealth, be erratic in movements, dont take the obvious path in front of you, if you are predictable you will die.
  • It must be a post about how OP the Spirit is, I mean with all those survivor crutches killers can never win according to the forums 😂🤣

    Thanks for highlighting the problem I'm sure the devs will take note 😉.
  • Lmao do you really use rank to validate it's high level play? Sure bud, every high skill player runs into the open like that David in the video instead to pallets. Stop lying to yourself, you know it's bullshit.
    Generally no as it means nothing but since you are saying your video constitutes high lvl gameplay due to simply you saying so and dismiss the other and also one of the best killers in the game as they pointed out flaws in yours while you so the same with this video.

    It's all as valid a point as your trying to make so next time think a little more about who is lying to themselves and using the word bullshit as you know both videos prove a point the just differ in what point they make.

    I guess it still comes down to one suits your argument while the other doesn't so you will always be dismissive of one.
  • Everyone can upload how they stomp potatoes. This doesn't proof anything. We are discussing high level play here. 
    This is rank 3 play so high level in terms of the game, it's just as valid as tru being high level but keep your head in the sand and only see what you want as it suits your argument.

    That's the thing you fail to realise for every great team there are thousands which aren't just like killers, now if you posting your own video of a few hours of high lvl play where you constantly get gen rushed that would be something but I feel you wouldn't as it would show you just need to get better and stop trying to blame the game for all your mistakes.
  • https://youtu.be/ybIJQNAL7Q0

    Easy 4k trapper rank 3, 3 dead in under 3 mins, trapper OP? There are more on YouTube just search easy 4k, spirit 4k in under 2 mins made me laugh.

    These are all just as valid to as Tru's as none of these are the norm and that's the issue no one seems to realise when posting these, anyone can take a few video's out of thousands of games and scream unfair, there is a difference between what can happen and what does.

    Some ways to try and sort out high ranks is to make it harder to pip (been tried and it made killer queues stupidly long), add more objectives the more you rank up which would mean no deranking as it would be too easy to not go there.but how many would just not go there is the issue.

    Personally there should be more objectives imo but the way the devs have been wanting to shorten chases and adding all the aura perks I personally can't see this happening as chases would need to be longer, you also have to consider the length of a game as some already go 8-15 mins so how long would these then turn out to be?

    It could make it do objective and get out which some find boring so could it affect numbers of players?

    Its not simply change this or that as some seem to think, there is a he'll of a lot more to think about when making certain changes when it affects the whole user base.
  • weirdkid5 said:


    That's how a game's balanced works. Siege top players make up less than 1% but still decide the balance for the rest of the players.


    The business world and mentality is a detriment to gaming overall, the slow fall of the big 3 titans is evidence enough of that, where as companies like CD Projekt Red gain many new fans for their transparency and willingness to extend aspects of the game players want.

    They also are reasonably balanced, whereas DbD is not.

    These percentages you made are nothing more than speculation.

    These kill stats also account for disconnects, rage quits, and stupid survivors that throw themselves at camping Killers instead of just leaving. That stat would be much lower if these aspects were not taken into consideration.

    The 5 million goald DOES account for consoles sales if I'm not mistaken. The game has sold 5 million Wordlwide, this includes all platforms. Fortnite you can also earn through playing, you can earn VBucks in Save the World as well as from the Battle Pass, making it so you never need to spend a dime on Fortnite outside of buying Save the World, which is cheaper than Dead by Daylight. Also not all cosmetics can be bought with Shards, some are auric cells only.

    More challenge is always better for any video game. If a game has no challenge then players have no incentive to keep playing.

    I never called the game junk. I said the balance is crap, the game itself is still an enjoyable experience for the most part. It is possible to want both for a video game.

    All of these aspects can be added into DbD as well. Killers already have set powers, the game just needs better matchmaking and to make the 4 Survivors equal to the 1 Killer rather than having each Survivor be equal to him.

    I never said mine was the only one that counts, but it's the only one that counts for ME, because these are the things I want in the game. This has nothing to do with an "agenda," you are just laying down a typically negative term in order to downplay my arguments. If they are making good money off the game, they wouldn't need to sell themselves to a Chinese monetization company. Players are actually beginning to rise because of all the balancing that has been done in favor of Killers, bringing back old Killer players as well as old Survivor players. This is why the game's population has been increasing slowly since June of 2018, because the devs are (for the most part) are nerfing Survivors and buffing Killers.

    So, it's already begun. I'm not sure why you act like it'll kill the game when it's making the game grow.

    You keep bringing the likes of siege balancing into this game, it has a proper matchmaking system where the top players never meet the rest, it is also more dependant on skill than dbd where your aim and tactics determine how well you do just like in any fps game, they are not comparable the comparable ones for example would be f13th, last year, anything that is isometrical.

    The detriment of the big three are spouting out the same rubbish year after year, if they made better games no one would actually care and throw money at them, there games seem to lose players stupidly quick hence they rehash and throw a new one out, dbd has been growing which tends to say the opposite they are doing it right.

    Yes they are reasonably balanced but it is easier when each side has equal players, each time dbd adds a new killer and power and 6 perks it gets harder thats the problem with this games balance is always on a knife edge one change can make something weak or OP, huntress hatchets change a few months back which was reverted and the legion ptb idea which got scrapped are two examples.

    The 250k that's was off steamdb but the 500k is myself being conservative with the figure but its not hard to beleive after all the devs just celebrated a couple of months back at the halloween event when the had 1million players online within that period.

    Yes and they also account for killers dcing, throwing games to derank etc both sides are just as bad but one killer dcing means 4 escape so you would need a dc each game to compensate that.

    No that sales figure comes from the steam stat page, those only show the sales on steam, so yes you are mistaken. Why do you keep going on about fortnite? So what they have different business models! Fortnite is a cashcow it is the biggest game in the world atm of course they can afford more carrots to lure in the players to spend more as that's all it is.

    More challenge yes but it also has to be winnable, each player not only the 1% has to feel like they have a chance each game.

    They have a problem with this scenario as like it or not this is not a team game like others unless you play SWF, it's a 1v1v1v1v1 in reality hence it is sold as help others or don't the choice is yours, yes killers need to always be stronger than the survivors but not equal to all 4.

    Yes screaming what YOU want over and over regardless if its not what is best for the game is an agenda, it's about you personal and basically saying screw the rest, the ones who give real feedback and gain more respect are civil and look at ways to improve the game balance for both sides, they didn't sell to a Chinese company it's a floating company with shares lol the Chinese company bought some as an investment, do you know how businesses work?

    The game has been growing since June not due to killer buffs as survivors have had just as many, it is to so with the devs taking ober the game, adding content frequently, more events, overall people enjoying the game to say it's about killer buffs only well that's seeing things through jaded glasses and seeing what you want to see as it fits what you are trying to achieve.




  • It's part of online gaming unfortunately, each game has those who like to try and belittle others and blame the other side of even their team mates for their lack of skill.

    If you met any of these people in real life I would bet the majority would be really quiet and awkward where as with online they can be who they want and don't care about the other person as they have no emotions it's just a character they ever see, they can let out all their insecurities on random people as what's going to happen to them in reality?

    Its a sad state of affairs but one everyone has to deal with at some point, people shouldn't l have to but they do.
  • So out of how many games played did this happen to him? How well did he also play in each game? Those are the relevant things to think about.

    If the majority of his games he gets 3-4k does that mean the game is unbalanced in favour of killers?

    Yes it can happen but is it the norm? That's is also something to consider it's not what can be done but what is being done the majority of times, the emblem system means these matches gain little BP so more fool those players and if it was such a huge issue he could never reach rank 1 each month.

    The fact is the game promotes screwing around and doing a multitude of things not simply doing the objective, if that was all that was promoted then this issue would be a lot bigger and the kill/death ratio would not be in favour of killers.
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