xenotimebong
xenotimebong
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- xenotimebong
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2218550#Comment_2218550
yeah purposefully exclude lgbt+ people because some homophobes cant handle us existing.
Can we not do the whole divisive thing? It’s not straight people that are upset by a charm, it’s homophobes.
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Survivor charms are discreet enough that I don’t think it will be a huge issue tbh. Plus, I honestly think those people are just a particularly vocal minority and that most people really don’t care. Wear your charm with pride :)
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2218091#Comment_2218091
I think you should exclude the matchmaking here, because that is actually intentional, to minimize queue times. Its - in my opinion - the wrong approach to prioritize waiting times over fair matches, but it is simply a path chosen.
And wile i totaly belive it might be flawed and possibly open to abuse, since i at least have no knowledge what they actually plan, i dont know in which way it might or might not happen. And those that claim to know dont share their knowledge.
I’m not talking about the standard matchmaking that has to balance between fair matches and quick lobbies. I’m talking about the MMR system they implemented briefly last year.
The devs said that the MMR system had been gathering data in the background which would allow for fair and balanced matches, and then when it launched it put me in lobbies, as a rank 1 player with 1000+ hours, with and against players who had literally bought the game that day. It was awful and much, much worse and more unbalanced than the system that’s in place now. In fact it was so bad that they turned it off and over a year later, it’s still not in place.
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@supersonic853 said:
Are people legitimately using a pallet on them? Why? They literally shamble.
Because it’s funny. Getting a zombie to follow you to a pallet, slamming it on their head and watching them disintegrate into a pile of goo is even more satisfying than kicking Victor. :D
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2218173#Comment_2218173
So you see no difference between the Devs overlooking a way a hacker can exploit a game, and the literal end of DbD?
I think that the devs are very talented and obviously very intelligent people, but I also think that their track record shows that they often implement things into the game with major flaws. Obviously there’s a difference between flawed disconnect penalty system and an automated ban system that would ban everyone eventually, but it doesn’t need to ban everyone eventually for it to be a bad thing for the game. Even a small percentage of undeserved bans would have a very negative effect on the game. This is what people are concerned about.
Are there any automated ban systems in existence that don’t ban people in error? Will the DBD devs be able to invent the very first example of one? I find it unlikely.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2218091#Comment_2218091
How is it so hard to understand the massive difference in severity between those things? Please, I'm genuinely asking, I have no clue how anyone could possibly think relatively minor glitches that barely impact the overall game are in any way similar to something that would block the significant majority of the playerbase from playing the game.
You're comparing a papercut to a beheading simply because they both involve sharp objects. It makes no sense.
Someone being banned from playing the game due to an abusable DC ban system is less severe than someone being banned from playing the game due to an abusable reporting system? I really don’t see your logic there. I also didn’t consider the first rollout of MMR a “minor glitch that barely impacted the game” personally, it made my matches absolutely godawful and I stopped playing until they turned it off.
I’m all for giving the devs the benefit of the doubt when it comes to stuff like perk changes and new content, but they have a bad track record with stuff like this. Why would you trust them to implement a flawless system when they have literally never introduced a new system like this that didn’t have huge, glaring flaws right out of the gate? Can you give an example of the devs implementing something new like this that just worked as intended? I can’t think of a single example.
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@MadLordJack said:
How about you stop and think about how intelligent someone has to be to get a job developing as successful a venture as Dead By Daylight and compare that to the level of sheer idiocy you are implying they possess?
No team this damn successful is ever going to be that stupid as to implement a system that kills their game in a matter of days. That's not ever how it's going to work. The entire point of Dead by Daylight, and every other game any of us have played, is to pump money out of the wallets of its playerbase, and like all successful games it has a team of extremely cunning and manipulative people directing it. Now, whatever your views on the predatory nature of capitalism, you have to admit that the likelihood of a team of professional game developers working in the multiplayer industry and reading (if not interacting with) various forums and communities, let alone the reports and complaints they receive, to take their cash cow out back and slit its proverbial throat with a proverbial blunt and rusted saw whilst chanting "be reborn my child", is so bloody slim that to even mention it is like mentioning you're going to win the lottery.
Riiight, the same developers whose chat filter banned words like “Myers” and “teabag”, whose MMR system paired 1000 hour players against players with less than 1 hour playtime, whose disconnect penalty could be weaponised to give people 72 hour bans just because, and who used to have unencrypted log files that could be read by literally anyone to give survivors a heads up on the killer they were about to face. These developers would never introduce a new automated system that could be flawed or open to abuse.
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@Mooks said:
- Crowns come back, and they are probably new ones (also very similar to how lunar vessels and pustula flowers worked…)
- free cosmetics (Wraith and David, charms)
- Free Shards
- Community challenges where we don’t even know the rewards or what they are
- Daily shrine with cheaper perks
- BP offerings, event items in bloodwebs
- Balloon gens and hooks (similar to Scorched Summer BBQ and other events)
- more than was announced during the stream confirmed to come
- very likely some codes for BP
- bloodhunt during/before/after the event is also pretty likely
so.. what actually is needed for you for this to become a good event? Which event was good and why?
I forgot that they mentioned community challenges actually, that’s a good point. Could be some really fun stuff attached to that.
A double BP event would be a great idea if the RE chapter brings in new players. I remember bloodhunts were more common when I first started playing and they helped me a ton with the initial grind.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2217927#Comment_2217927
Ughhhh, but I must atone for my past sins by spreading positiveness.
Oh well, I'll try out some things and see how people respond.
Doing this isn’t spreading positivity, I’d actually say it’s borderline rude. But if you enjoy annoying strangers keep on with it I guess.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2217897#Comment_2217897
To say good game.
Despite the fact that they threw for flashlight saves, they were actually pretty competent.
I understand now that the :) can be misconstrued, it's only purpose there was to make the gg feel less impersonal and more positive.
Apparently, that's not how most people here would take it. I suppose I'll have to start putting gg <3? Maybe that'd be better
I really just wouldn’t say anything after games like that tbh. There’s literally nothing you can add to the “gg” to make it sound like anything other than a passive-aggressive taunt to a lot of people.
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Why are you messaging them in the first place? Don’t get me wrong they absolutely shouldn’t be saying stuff like that to you, but messaging people “gg :)” after a game where they all died at 5 gens to a Stridor Spirit and then being surprised that you got salt back is basically the embodiment of the surprised Pikachu meme.
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Considering how horribly their automated chat filter works, I have no faith in any kind of automated ban system.
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Considering how much time and money people sink into this game because of the insane number of DLCs and microtransactions and the insane grind, they would be extremely short-sighted to risk unwarranted bans. Who’s gonna start dropping money on skins and rift passes if you run the risk of getting banned because you play “sweaty”? Or because people don’t like your pride charm?
I agree, they really need to consider their auto-ban criteria and be transparent with the community because this could absolutely kill the game if it’s not handled properly.
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@TheArbiter said:
How does he feel slow?? He is a normal speed killer.
It’s weird, he LOOKS slow from the survivor perspective because his animation looks like it’s a slow motion run. It’s the opposite of Trapper’s confident power walk making him look like he’s moving fast.
He seems fine to me from killer perspective though.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2215711#Comment_2215711
turns out you can pick them up and hoard them for yourself, you dont even have to be sick to open them or carry them around
Bruh...
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@DeathByGiggles said:
https://forum.deadbydaylight.com/en/discussion/comment/2215500#Comment_2215500
We do have different teams working on different features, so the team that is working on autobans would not necessarily be the same team that works on console optimization! That said, we will be bringing up the concerns with autobans to the team. ❤️
Please, just scrap the idea. Look at the negative effect DBD has had on people’s Xbox reputation in the past, there are threads about it on this forum - people get reported over and over for no reason.
The immature player base for this game will absolutely, 100% report people in-game for frivolous reasons.
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@Starshadw said:
I'll just repeat what I said on another thread:
They already clearly stated VOLUME of reports is the key. So it won't be possible to grief anyone with this. Four reports isn't going to hit you with a ban - but forty reports might, and one hundred reports probably will. Basically, if you aren't a toxic jerk, you have nothing to worry about. If you ARE worried about this announcement? You may want to ask yourself why.
You’re being extremely naive if you think people won’t file unwarranted reports. Here, an example of how mature the DBD community is when it comes to reporting: https://www.reddit.com/r/deadbydaylight/comments/7hi7hz/xbox_reputation_system/
And this is just one example. Google “dead by daylight Xbox reputation” and you’ll find many similar posts.
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@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/252146/anyone-else-excited-to-get-banned
I’m gonna be honest only really petty players are going to report you for using certain perks, downing survivors, or playing certain killers. What a lot of people are going to report for is camping and tunneling for obvious reasons
Unfortunately, this community is filled with petty people.
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Instead of changing Spirit somehow, they’re just counting on everyone who plays her getting auto banned. Pretty clever LMAO
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I thought the exact same thing, horrible idea. Prepare to get banned for:
- playing an unpopular killer (good luck Spirit mains)
- camping
- teabagging
- being good
Behaviour can tell people that camping, tunnelling and teabagging are not bannable as many times as they want, people absolutely will get mass reported for this stuff.
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It’s a dedicated server issue. Not sure what causes it.
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@Lord_Tony said:
they need to stop releasing new characters and work on balance instead.
whjy are we getting new characters now when trickster still SUCKS?
RIP our lord and saviour Tony.
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Streamers are just average people. Sometimes they’re right and sometimes they’re wrong. People who blindly agree with a streamer on a point just because they’re a streamer are being short-sighted, as are people who disregard something a streamer says just because it’s popular.
It’s the merits of the argument that should count. Unfortunately, there are plenty of sheep and plenty of contrarians out there who will agree/disagree without considering the actual point. People should give the benefit of the doubt though, rather than assume other people’s motives.
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Yeah you need four iridescents at red ranks unfortunately. Same thing happened to me going for an Adept the other day, if I’d hooked a survivor one extra time I would have got it. 😫
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So the counter is to hump safe windows and drop pallets with no mercy. Would probably work on maps like Cowshed, Haddonfield and The Game but you’re screwed if you load into something like Shelter Woods I guess.
Fun videos to watch if nothing else, it’s always interesting to watch good players.
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I think Starstruck is fine. The problem in this scenario isn’t the perk.
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@Lord_Tony said:
and again we killers only need regression perks because base regression is ######### garbage.
there is zero point to kicking gens without perks
Yes, you finally realised it. Gen kicking only really exists to stop the survivors from 99ing gens with no counter. It didn’t even used to be a game mechanic, they added it because survivors could 99 every gen and the killer could do nothing about it.
Instead of complaining about gen kicking being a waste of time (which any killer with more than a few hours could tell you), you should work on getting spun less often, learning how to play pallets properly, and ending chases faster.
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I’m impressed and amazed that this game has had such a long lifespan. As much as people complain about DBD, we all stick around regardless. Hopefully the RE chapter can help lift DBD to even greater heights.
Firm handshake :)
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@KerJuice said:
What does “exhausted on the ground” mean? I hear that term from a YTuber a lot when dead hard fails for him.
It’s what happens when there’s a delay between the survivor’s game, the server, and the killer’s game, caused by latency. Basically the survivor anticipates that they will get hit and uses Dead Hard. However the killer swings at the same time and gets a hit and a down on their game. So the survivor expects to dodge the hit, but instead they get downed and still get the exhaustion status effect because the server accepts that the survivor Dead Harded, but also that the killer downed them. So the survivor essentially gets the worst of both worlds - they’re exhausted without actually getting to use their perk.
It’s an annoying “feature” of dedicated servers.
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Spirit, with Twins coming in a close second.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2213718#Comment_2213718
Devour Hope is supporting different tactic. They all different tactics and game styles. If killer wanna camp build, they can do that. If killer wanna chase everyone and get 12 hooks, they can do that. They all are choices, noone can judge this. And this all tactics have also countertactics. So survivors have to adept and play againts this.
Except that the game heavily rewards hooking multiple survivors multiple times. Devour Hope is just one example, I notice that you ignored my point about BP and emblems.
So like I said. You can camp if you want. But “if you get caught once you’re dead” is not the way the game is designed, and people will judge you for playing that way - just as you have every right to camp if you want, they have every right to look down on that playstyle. Nobody should abuse anyone for the way they play but they can judge as much as they want.
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“If you down once, you already lost game” - well, no. The game is designed and balanced around survivors being hooked more than once. That’s why killers get points and emblems for hooking multiple times and engaging in multiple chases. It’s why survivors get bloodpoints and emblems for saving and helping each other. It’s why perks like Devour Hope exist.
Killers absolutely can camp and tunnel if they want but don’t pretend that that’s the way the game was designed to be played because it obviously isn’t.
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Blight, Billy and Huntresses with good ping. Nurse can be fun if it’s just a good Nurse and not a 3000 hour 5 gen slugger.
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@FengisKawaii said:
https://forum.deadbydaylight.com/en/discussion/comment/2212020#Comment_2212020
Which one? "Where did they go?" Still doable if everyone brings a key so a change like that would not affect the achievement.
The achievement says “all survivors escape through the hatch at the same time”. You can’t escape through the hatch at the same time if every survivor has to open the hatch separately.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2212444#Comment_2212444
You can sometimes get away with window slow vaults. Pallet slow vaults make survivors grunt and stomp their feet though. Either way, it's mainly just trying to force 50/50s. Now cue 10 people yelling "PROVE IT" even though we're actually saying there's not much you can do.
Window slow vaults also cause survivors to grunt now.
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@ChefRakille said:
Since when did DOUBLE depipping exist? I went to go eat dinner so i had to leave mid game, i come back and because im a rank 1, i was missing two pips? Excuse me? WHy?
Because you disconnected. Disconnecting will dock two pips.
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@JPA said:
They're probably not going to add AI to a purely multiplayer game, AI development is a lot of work, and they'd essentially have to do it from scratch, in a game not designed for it. 0.1% chance!
Could they not theoretically use the work the mobile team did on their killer AI? I’m a bit ignorant of how it all works and I’m sure it’s not that simple, but would they have to start from scratch if some of the same principles and logic they used in DBD mobile could be applied to this version?
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I got called toxic earlier for not letting someone heal me against Legion. So I don’t even know anymore. It’s a word that has had its meaning diluted by overuse.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2212181#Comment_2212181
Totem spots have actually really improved lately, I've been seriously impressed with some of the ones I've seen even on old maps as well as new ones. It can make a lot of totems survive for a decent amount of time that they really shouldn't be dismissed as good perks as often as I see it happen.
In that regard, I 100% agree they can be strong.
That said, my comment was mainly an inside reference to the fact that I run Small Game every game. I don't care where it spawned, I'm gunning it (and every other one of your totem perks) out of the game asap.
My hex buster of choice is maps. No hex perk will ever escape my clutches when I have full wallhacks!
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2212111#Comment_2212111
The issue is, with slugging, is that it's not always viable. It gives survivors time to waste (4 mins instead of 2). And therefore takes longer.
So whist it allows you to snowball sometimes, other times it falls short, and taking ruin with the sole purpose of slugging all game is a surefire way to lose. Instead, what pop and dh allow for is versatile playstyles. DH you can proxy camp or tunnel or go pressure multiple survivors. Pop is so versatile (all it requires is a hook, so no slugging) so not only are these more flexible, at core they have more power (25% gen regression on pop, instadowns and instakills on DH). So yeah, ruin is weak in comparison
Edit: however, depending on killers, it can still be powerful, just less powerful than the others.
I wouldn’t suggest taking Ruin and slugging everyone. Slugging is situational, sometimes it’s a bad move and you’re better off hooking. But sometimes a slug at the right time can win the game.
Pop definitely has its strengths but between the time it takes to get a down, to hook the survivor, and to travel to the gen, it feels like a lot of work for just 25% regression to me. It only shaves off 20 seconds and you can realistically only use it a handful of times. Ruin applies regression every single time a survivor lets go of a gen, so if you’re good at applying map pressure its effect is incredibly strong.
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@Beaburd said:
Ruin is incredibly game-changing when active.
It's a disgustingly strong perk that, when paired with proper gen or general map pressure, can absolutely prevent the survivors from doing their objective. This is especially true when it's only 1-3 generators remaining, and with less people alive - it can be crippling in those scenarios!
Why, a simple 16 second heal away from a generator will cost you at least 10% regression on it with ruin.
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Too bad it doesn't last more than 15 seconds when I'm in a match, nor matter all that much anyway when you're already snowballing.
Ultimate cosmic power, itty-bitty living space and all that.
But hey, them's the breaks.
I seem to be quite lucky with my Ruin spawns, it usually lasts long enough to do some good damage. (Hopefully I’m not jinxing myself with this! 😁)
I honestly think a lot of people underestimate how strong it is in the right hands. It makes sense that people don’t like to run it due to the RNG aspect though.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2212137#Comment_2212137
the thread title is "is ruin the most game changing perk?"
Yeah, I just edited my comment.
I meant in terms of its impact on the outcome of the match and survivor behaviour, rather than killer behaviour. I totally see why you think Devour is more game-changing though, it definitely has a huge impact on both sides.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2212122#Comment_2212122
you are describing a way that devour hope changes the game where ruin does not
I don’t really understand what you’re saying with this comment, sorry.
Edit: Oh, wait, I see what you mean. I was using “game-changing” in the sense that it can win a game that might have been lost otherwise, but you were referring to its effect on the overall gameplay loop? I can see why you’d think Devour is more game-changing in that case, yeah, you’re probably right. And I probably should have clarified what I meant in my OP. :D
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@deckyr said:
the most game changing perk? absolutely not.
devour hope changes the game so much more than ruin.
Devour Hope can definitely be strong, but if the survivors are efficient on gens it can come too late to do enough in my experience. The fact that you have to avoid parts of the map to get stacks is a PITA.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/251899/is-ruin-the-most-game-changing-perk
Ruin doesn't have the game changing capabilities of DH or even now DS. Starstruck is more powerful imo than ruin aswell. All of these don't have a way to get rid of them, but have ways around them. Ruin is comparatively weak- it gives 1/2 survivor speed regression when they aren't working on the gen (can be powered through) plus it's a hex that can be cleared super early (as you've said) and personally I'd even prefer pop or thanat over ruin in a build with the hit and run playstyle being quite effective.
Although the numbers sound weak (half survivor speed regression sounds bad), it definitely does a lot more damage than people give it credit for IMO. If you’re able to pressure multiple survivors by slugging and getting downs quickly, it slows gen progress to a crawl.
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@Pulsar said:
It can be.
It won't carry you.
The better you are as Killer, the more value you'll get from Ruin.
Oh yeah, it definitely isn’t a P2W perk or anything. I’ve escaped against Ruin/Undying/Stridor Spirits because just running strong stuff doesn’t mean anything if you don’t have the skills to back it up.
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@Phasmamain said:
I’ve always been more a pop person since BBQ is also a staple of my build. Also Clown can’t really pressure the map
I want to like Pop, but I just really feel like it was a wasted slot whenever I run it. I prefer Surge and it fits my playstyle better, but it just has so many limitations it feels bad to run on many maps.
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Yes, BT is your best bet. That, and leaving the survivor for a little while to stew on the hook. Make the killer feel pressure for proxying. If you run up and hook trade within the first 20 seconds of the hook state every time, that’s efficient for the killer and they’ll keep hanging around. If you’re a bit more patient you can work on a gen and make the killer waste time patrolling around, and hopefully seeing no survivors coming for the rescue will encourage them to patrol gens, giving you a window to save.
But really this is the reason I run Kindred and BT almost every match.
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@bigfootismydad said:
https://forum.deadbydaylight.com/en/discussion/comment/2211721#Comment_2211721
The key change doesn't need to be difficult. Just make it so only the person using the key can escape.
Like others have said, it would make an achievement impossible to get which is apparently a no-no from MS and Sony.
Personally I suspect that they’re working on something that will affect the end game in a bigger way, not just keys.
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@TGB said:
You might be right...
I was playing Killer for the BBQ bonus to BP. But if Survivor's still an overall better farm, I might just swap.
:/
You should do it. Swap to survivor and get free and easy wins. You’ll see just how easy it is to play survivor and win every game and can report back here on your long, effortless escape streaks. Seems like a no brainer to me.