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weirdkid5

weirdkid5

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weirdkid5
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  • Nah. I don't agree with this

  • @OMagic_ManO said:

    Urban Evasion and Self Care? Sloppy Butcher? Starting a gen near basement? Sounds like they don't have too many hours.

    Don't waste your time and move to the next game, sometimes I question how my teammates are actual people.

    Urban Evasion is godlike m8 don't @ me

  • @laKUKA said:

    This game is just only for casuals.

    The games is PERFECT BALANCED on low ranks.

    Smash is only just for casuals.

    Still balanced around top 1%

  • @Pike_Trickfoot said:

    I’ve had people talk about how they were going to assault me. I mean that in all sense of the word, not just physically. And they described it in great detail. These people also claimed to know where I lived..... which is actually terrifying when you know how easy it is to find ips if you really want to.

    I had some dude tried to fight me once. Told me where he lived and everything, all of his own volition, I never asked for that kind of information.

    Best part was he tried to brag about his size, when he was about a foot shorter than me according to his height. Made me giggle a little.

    I don't believe he's an issue in the game anymore lol

  • @BBQnDemogorgon said:

    I prefer expensive cosmetics tbh. Makes them feel premium.

    More expensive= More impressive because most wouldn't buy them.

    Like when you seen a knife in csgo that is worth thousands its pretty crazy to witness.

    Cmon Cote, what are you doing in here in the forums?

  • I had a game where all 4 of us played Bill.

    No one was left for dead.

  • @dannyfrog87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/548717#Comment_548717

    oh i feel your pain had survivors in my game rank 10 etc and from the hag when unhooking they couldnt even crouch from the traps im like ######### hell lol .... how did you get too this rank? the solo life is a struggle ....

    That's cause SWF boosts bad players up, whether or not people actually want to admit it. When you play SWF, unless you guys agree to it, you can best believe someone or everyone is going to try and save you.

    You don't always have that luxury in solo. Which I'm honestly fine with.

    Solo is how this game is supposed to be played within the confines of the balance. As a solo player, you must learn to become so self reliant that you simply don't need teammates.

    This is ironic considering I don't use selfcare and don't typically use medkits. I will still seek assistance on heals though, since it's usually faster just to let someone else heal you, if you can find them.

    That being said, I've had my fair share of silly people that don't finish the heal or simply aren't paying attention to the fact I'm injured.

    I would highly recommend if you have issues like this, always try to bring a medkit just in case. It's probably the only item I would actually bother to bring, because then I can be 100% self reliant.

    I would also recommend bringing Resilience. This is an extremely underrated perk that I've loved ever since I got it the first week of the game. Not only will it make you an absolute beast on gen repairs while injured (you can shave off almost 8 seconds of a gen), but it also allows you to vault way faster. Honestly, forget the other aspects, the window vault speed increase alone is reason enough to run this perk. You can keep your chases going MUCH longer, as it pretty much eliminates the fringe situations where the Killer reaches through the window (which is fair btw).

  • What's wrong with having some honor and not using a bugged perk?

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/548289#Comment_548289

    This is not true, there are tons of developers who balance around the majority of players rather than the top.

    The ones that are interested in promoting an eSports scene tend to balance around the to, but not all of them do.

    For instance, Overwatch balances around the Gold and Platinum ranks, not the GM ranks. And there are enough options in the game that you can find strong play and options at all ranks.

    Saying that the only way to balance is by balancing around the top is ridiculous. This game will run out of survivors fast if you balance around the top. Since it's an asymmetric game, balance problems are exacerbated and it's naturally harder than balancing games with equal opportunity play. This community isn't going to be able to handhold newbies just like that. This game is too harsh.

    The design of the game is simply too frustrating. You cannot throw newbies to the wolves in this game like you could in say Counterstrike or even DOTA. In those games you can still have a good time even if you are losing because of the way the game is designed. DOTA has buffers to keep you from getting steamrolled in seconds. CS games are short and sweet and you're back in the action in no time.

    But in DBD if you slip up for a second against a superior killer you are on the hook and probably in for a bad night for a couple of minutes. If you're a killer up against superior survivors you're gonna be in for 4 minutes or more of frustration.

    You can't balance this game ignoring the lower ranks. There won't be any players left if you do.

    Honestly, that's a problem of the player, not the balance or the devs.

    Pretty funny when Crash Team Racing is balanced around the 1% but DbD isn't. Some 8 year old kid that bought this game for their Bday is gonna get throttled by anyone that played it 20 years ago, such as myself.

    If they quit, that's their problem. That's not the devs problem. It's like people who quit fighting games because they are "too hard" or "people are too good." There is only ONE way to get better at a game:

    To get throttled by someone better than you.

    Any game that actually cares about their balance will do so around higher level players. Overwatch has a pretty flimsy balance so using it as an example is pretty weird. They rework and change characters all the time in that game because the balance is so outta whack. The only time OW is interesting is when the League starts. Actually, this sorta proves that not balancing around top players can upset the balance (stun meta is a VERY low skill meta that is disgustingly effective for hardly any risk).

    Whether it is asymmetrical or not is irrelevant, you must balance your game around higher skilled players, or else there is nothing for players to improve upon skill wise. When you artificially cap the ceiling so low just for the noobs, it dampens the experience at the high end and allows for broken nonsense to permeate as standard play.

    There's nothing wrong with the game being this punishing. Fighting games are extremely punishing to new players, and there isn't really much in the way of hand holding when it comes to playing against other people. You're either are better or worse, there is no in between.

    I'm not saying DbD should be that black and white, but to NOT balance this game around the high end is just a mistake.

    If people will quit the game because they are unable to improve their own skill, that isn't the developers fault, that's the players fault. Keeping the game dumbed down to this level is what makes the balance so outta whack in the first place.

    I would also like to point out your "low ceiling and floor" argument is pretty bad. Just because a character is easier to use does not mean they are worse at a pro level. A game should always strive for low floors and high ceilings, such as Ryu from Street Fighter. Even a character that has a lower ceiling, say Zangief, is still a monstrous threat that even the most skilled of players fear. Because a good Gief will end your day in seconds, you don't need to play Akuma to win tournaments.

    The fact you NEED Nurse or similar Killers to win at a high level is bad balance. Everything should be viable at the highest level in this game.

    Hell, even Shao Kahn in MK11, a bottom tier character, has still won several tournaments because MK11 is actually balanced fairly well.

    Having a good balance isn't a genre exclusive thing. Being asymmetric, that's even more reason to be balanced around the high level, so that higher end players can't abuse the lower end, as it currently stands.

    Idk why you use noobs going against pros as a valid excuse when that happens every day in this game anyway.

  • I find it fairly easy to reveal him in all situations.

    The detection zone is slightly above the Survivor's head I believe.

  • @jeridan said:

    Because as killer you need to extend the game, get multiple hooks on everyone, etc. The lore is as the killer you are there to feed the entity with survivor hope and steamrolling to a 4k in 3 minutes with 5 gens up is not entertaining to the entity.

    Can we please stop with making lore the reason for ranking? This is bad and terrible game design.

    Back when the Victory Cube was a thing, you were awarded specifically for hooks and kills, nothing more. This was honestly the best way to Rank and rate Killers. Steamrolling was heavily rewarded, and it allowed for multiple playstyles, rather than forcing hard gen stop strategies that are currently required.

    This new system isn't based on the lore at all, it's based on some arbitrary systems the devs made up in order to "gauge' the effectiveness of the Killer.

    A Killer is massively rewarded with Iridsecnt Gatekeeper for killing all 4 with 5 gens still up. How is it that he is rewarded, yet still isn't allowed to pip?

    Don't conflate lore and ranking mechanics please. The lore should compliment the gameplay, not the other way around.

  • Kinda funny considering a few years back they said only around 30% of Survivors are actually solo players.

    I just noticed OP is no where to be found.

  • @Peanits said:

    It's way more complicated than it seems. Not all groups are super coordinated and trying to win as fast as possible, most are just a couple friends hanging out and chatting while they play a game. How would you suggest doing so in a way that would unnecessarily punish the casual groups that are not trying as hard as possible to win? And how could that not be avoided by queuing solo at the same time as your friends?

    @Peanits Not everyone is a pro Smash player, but Nintendo still balances Smash around the top 1% of tournament players.

    This "not everyone does it" argument is really weak.

  • This is hilarious coming from someone who didn't bother to read the EULA

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/547241#Comment_547241

    I wish i had footage of that. That was really weird not even seeing how i get pulled out of the locker and just end up hooked again.

    It is possible that the Killer had a very flakey connection.

    I've been accused of lag switching back when my internet was garbage. Remember that host is Killer, so if he's got doodoo internet, this kind of thing will likely happen.

  • @tomikomPL said:

    Nope, because there will be more annoying campers and tunnelers. Short matches usually ends because of this kind of trash and i think we shouldnt support this kind of unskilled behavior. if you want to change something change entire ranks system.

    Unskilled behavior?

    So if someone gets killed by it, what does that make them?

  • @jeridan said:

    That's not a lag "spike", that's clearly a lag switch and I can't believe you would attempt to defend it as such.

    It's not clearly anything.

    My internet has spiked like this before, especially before I forced my landlord to fix the issue.

    I'm not defending anything. I'm giving a possibility. Chill out.

  • I will say it is possible it was just a lag spike but it's hard to say.

    I feel like if he was lag switching he would have done it a lot sooner than that.

  • @jeridan said:

    I think if they would base the matchmaking on the lowest rank survivor (highest? the red/purple rank always looking for an easy game) maybe it would balance out. I am so tired of being mid green rank (I'm a casual player with limited time and I'm also old) and facing red/purple ranks with the one bottom green/yellow rank that made the lobby for them.

    It's supposed to average out. When someone who's 15 makes a lobby with someone who is 5, it's supposed to search for around Rank 10.

    You also gotta consider as the wait time increases, the game opens up to more ranks so that you'll get a game.

    Or it's just easier to say matchmaking is pretty funky.

  • No one ever really quits DbD.

    It's like an abusive relationship, really.

  • @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/545611#Comment_545611

    i mean i won't say 4 people communicating doesn't make the game a little easier, but i would say that the overall impact it has on the game is dramatically overblown. even knowing where the killer is at all times doesn't really help you unless you're someone who urban evades away and hides in advance. people being in a swf group only really comes into play when it comes to altruism, and that is something the killer can exploit pretty well

    bad players in a swf don't benefit much from communication, and good players in a swf don't need it anyway. a lot of killers just use it as a scapegoat for why they lose (see: every time i've been accused of being in a swf when i'm solo queueing)

    I will agree with your last sentiment.

    Had one Killer tell us we were the most coordinated team he'd seen all day. We were all 4 solo randoms.

  • Great argument supported by facts and logic. You seem to fail to understand the entire purpose of a game in general, and ALL games, not just video games.

    Again, I will point to Super Smash Bros, a game born to be casual, but still balanced around the top 1% of players.

    Bring substance or just dont bother.

  • How do people not enjoy the thrill of trying to survive as the last man standing?

    This is one of the best feelings this game gives. I guess if you don't have the skill to actually survive I could see why it wouldn't be enjoyable though.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/546229#Comment_546229

    I don't think calling DBD a competitive game is realistic at all. It's a casual party game put behind a rank system with no rewards for some reason.

    I don't think we'll ever get a game balanced enough out of DBD to legit call it a competitive game.

    It's too bad the devs clearly intend for the game to be competitive, since there has been a Ranking system since Day 1, and they even tried to dabble into official tournaments.

    Just because the Ranking system and tournaments are absolutely hideous doesn't mean the game isn't competitive.

    It just fails at being competitive.

    Wanna know a real party game? Super Smash Bros. That game is MADE competitive by the community, and the developers still balance the game around the top 1% of players because that's simply the smart thing to do.

    Even for a "party game." Monopoly is a "party game." You still play it for the sake of competition, and you still play to win. Otherwise, what you are doing isn't a game, it's simply freeform play with no boundaries.

  • @BismarckCane said:

    assuming the killer has a 3k and more then one Gen, I am not sure why they care about the fourth kill so bad, if you get him then great but at what cost? 20 mins, he could have double piped with 100k BP in another match, for that time.

    As a Killer, I give the last survivor the hatch or gate typically (mainly didnt want red ranks to fast from 2 pips) however often I will knock them down then take them to the gate.

    (If they are toxic, they just go to a hook)

    Sounds to me like you want a free win just because the Killer already got a 3k.

    Nah fam. You better work for that escape.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/546143#Comment_546143

    Exactly - which is why I see this "hatch camping" thing to be a non-issue. Yes, it's boring, but it only takes 80 seconds tops to complete a generator and force the issue.

    It really isn't an issue.

    I just camp exit gates at this point. If he won't close the hatch, I'll just do a gen.

    It isn't rocket science people.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/545814#Comment_545814

    And how many competitive games give one side a latency advantage (killer) for being host?

    Dedicated servers are coming so this isn't really a valid point anymore.

  • No.

    As a solo player, stop trying to make my game easier.

  • A better fix would be for the devs to simply give the Killers the same collision box as the Survivors.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/542034#Comment_542034

    This is a giant load of crap. The "easiest to counter perk" lmao you ever heard of Devour hope?

    Noed is the safest hex perk by a mile and a half and considering its status isn't contingent on the killer playing well, they did nothing to deserve it. It's only contingent on survivor action, which makes it a crutch perk. It's there for bad killers and bad players.

    I like the thought that it doesn't reward the Killer for failure.

    Rather, it punishes survivors for not doing totems. Even dull totems give a little bit of ranking now. Just because you don't know how many totems are up doesn't mean you shouldnt cleanse the ones you do come across.

    Or memorize their locations so that you can easily defeat NOED if it actually becomes a threat.

  • I always enjoyed using it when I played Clown. I could see it be really good on Nurse and Billy, especially now that the time is increased, making cross map gen punishment more reliable.

  • @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/545456#Comment_545456

    fairly certain the devs (i think it was mclean?) have explicitly stated that SWF was always going to be part of the game, they just had to decide which mode (SWF or KYF) to put in first, and KYF was chosen. no amount of theorizing really matters at this point. it was always going to be in the game

    the difference between 4 good survivors and 4 good survivors in voice chat is minimal. short of OoO use in a group, swf doesn't really matter

    I would beg to differ.

    The added communications causes a boosting factor that further devalues the already problematic ranking system. Survivors that don't belong in certain ranks manage to get there by getting additional information.

    Also, I would disagree that it doesn't make a difference. Any kind of extra information will always benefit a player that isn't receiving any at all. Of course if you get 4 pros that are all solos that understand the basic gameplan, it won't matter as much in terms of who wins or not. But to say that giving them more information wouldn't make their game easier is a little strange.

    And if you wanna bring up stuff that is "always meant to be in the game" then I'll point out that later on in the roadmap, they plan to make some kind of meaningful addition to Ranked games in order to, presumably, push players to improve their gameplay for cosmetic items.

    I would also like to point out that I believe early on the forums around when SWF was put in, someone mentioned they planned to make it balanced somehow, but put it in due to player demand and never got the ability to balance it.

    So sooner or later, they are going to have to address this SWF issue regardless of what anyone's stance on this is.

    So it's better to find solutions sooner.

  • Something that maybe buffs the Killer whenever he gets a basement hook would be cool. Make it coin based.

    Like a reduction to TR or something for every basement hook. Could make it interesting.

  • It's hilarious when a kids game, Crash Team Racing: Nitro Fueled, is more balanced for good players than DbD is.

    Try playing Adventure Mode on Hard or getting the Platinum Relics. New players will never get these items, they will have to work to get better and improve their gameplay. Play online, and some 20 year veteran at CTR will finish the race before you even finish lap 2.

    It shouldn't be up to the developers to hold the hands of new players. It's pathetic that DbD does this. We all know BHVR priorities:

    New player money > Balance for the whole population

  • https://youtu.be/YH5jhyU6GjU

    Just gonna throw this here.

    For the people who said they always planned SWF, this video directly contradicts that. As Cote states, the game was always balanced around the lack of communication and lack of information.

    When you play with voice comms, you break the balance.

    @Visionmaker no, I don't want voice chat in this game. Part of the reason I bought it Day 1 was the appeal of playing solo, and everyone else was on the same field as me. This game would need a complete rehauling from the ground up to fix this issue. Anything else is just a bandaid fix. This is why we need two queues.

    This game will never be balanced until SWF is addressed.

  • Except the intro has already been changed once before.

    I actually miss the OG intro. You console players wouldn't know bout that tho

  • @MystiKasT said:

    Sounds like you are inexperienced, but your point still stands.

    Having to run ruin or selfcare (mainly solo's) every-game is stupid. They are band-aids on a larger problem

    No one said you ever needed to run self care as a solo.

    I've never used that perk seriously in the 3 years I've been playing it.

    That's probably why so many Survivors are bad. They hold on to self-care instead of continuing to do objectives and utilize perks that help them whilst injured, like Reslience (which is an amazing perk, 9% faster vault speed makes a big difference and nullifies the fact you're injured), and just let a teammate heal them when they find them later.

  • People are also abusing a bugged perk, Wake Up, which is giving them insanely fast gen repair times right now.

    Probably has something to do with it.

  • bUt iTlL sPlIt tHe pOpUlAtIoN

    Have the naysayers ever considered that a change like this could actually bolster the population?

    BHVR isn't willing to take risks.


  • @artist said:

    I swear people forget that legion got fixed because of ######### like technically not being in chase. this would be easily abused by zoning a survivor at a pallet, looking away and immediately breaking when out of chase

    Again, I don't think is is really gonna work.

    Legion's case is different because you are still actively chasing the Survivor due to being able to follow their blood by just looking down, and since they are on a timer, there is literally nothing they can do.

    For pallet breaks? I mean, the moment I see the Killer turn around for any reason, I'm changing locations asap. In the 5 seconds it takes for him to break the chase, I'll already be to the next pallet. He's not chasing me at that point, he's just wasting time to break the pallet, when it would be faster just to break it as soon as he sees it. Why waste an additional 5 seconds just to get a 20% boost?

    This would pretty much be impossible to abuse, unless the Killer just moonwalked the entire chase. Sure he can just follow your scratch marks, but that would easily be countered by Dance With Me + Lithe, and now he has no idea which way you went.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/543412#Comment_543412

    I wouldn't put it past exploiters to find some way to benefit from it.

    It takes 5 seconds for a chase to be ended once LoS is broken or enough distance is made.

    Moonwalking until you break the chase just to get a faster pallet break? That's not gonna work against Survivors that attempt to change locations after breaking LoS, such as myself.

    Best way to avoid mindgames is simply to leave the area if the Killer starts doing funny #########

  • 381210_screenshots_20161206223105_1.jpg

    How about they start by restoring the Legacy to all the players who lost it via save file deletion through a BHVR caused glitch?

  • @Spaceman94 said:

    https://forum.deadbydaylight.com/en/discussion/comment/540236#Comment_540236

    Sorry, I don't believe that. If you can see who's abusing it, why have you not sent them all a message already stating you are aware of what they're doing and will ban them if they continue?

    Surely the smart thing to do would be to remove the perk until it's fixed? Instead of allowing players to abuse each match until you've decided what you want to do.

    I find it funny they have to "decide" to ban the Survivor players, yet when Legion's stuff was bugged, they were swift with banhammers.

    Have that same energy BHVR. Oh wait, that's Survivor $$$

    I forgot.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/538998#Comment_538998

    Also in conclusion to what we talked about earlier. To reward those who legitimately earned their entire loadouts of legacy. (All Characters) If you were to implement my method on the other page. You could give them a secondary Legacy Set (Maybe Blue instead of Orange)

    Then the people who legitimately earned it before, but may not have screenshots, would be missing out on these blue variants.

    That's still somewhat punishing to players who lost their save data, while giving everyone else a whole lot more.

  • I would love a vanilla mode.

  • He knows I like it rough in the Red Ranks.

    Shank me up

  • @Tsulan said:

    Red ranks are just toxic. People can't rank up any further, so they get bored of playing normal and start to play toxic.

    Sounds like the salt mine of my dreams

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/524359#Comment_524359

    https://forum.deadbydaylight.com/en/discussion/comment/524343#Comment_524343

    The game has a state system. "Healthy, injured, dying, hooked, sacrificed, dead, disconnected." Just check the state and apply off that.

    Finite state systems blughh

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