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xenotimebong

xenotimebong

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xenotimebong
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  • People do this all the time and it’s quite annoying but ultimately not worth getting that frustrated over. I’ve had killers running NOED or Ruin/Undying ######### talk me for having DS. I’ve had survivors running DS/UB ######### talk me for having Corrupt/Pop. It’s all the same hypocrisy and excuses for why they didn’t win so it’s really not worth getting annoyed over. People will continue to do this until the day the game dies.

  • Buffs to Trapper. I love playing him but it’s a bit painful. Between his traps being countered by rainbow maps (which are way more common now thanks to Undying), several perks, SWF and Dead Hard, the ######### plastic grass on the new maps making them way more visible, painful RNG and an extremely weak base kit making him super add on dependent, playing Trapper is more frustrating than fun a lot of the time. And the annoying thing is a few small changes could make him feel way better to play without buffing him too much.

    Aside from that, more in game options. Let PC players play at 120 FPS without having to uncap frames in the game files. Let console players play on low settings. Let everyone have the option to make scratch marks and auras a different colour so colourblind players can play.

  • You think it’s funny to try and kobe in their face and they think it’s funny to leave you to struggle. Seems like both parties are happy to troll each other.

  • He’s solid and has some good utility in his kit. Not the best killer in the game but good. His add ons are all excellent, he has some fun builds since his power synergises well with certain niche perks, and he feels pretty good to play (except for when you shock someone, they scream and then vault - that’s kind of frustrating but I think it’s a latency thing). You’ll be able to beat most teams when you play him if you play him well.

  • It never remembers my cosmetics either, so I'm always loading into matches as default Meg or Claudette.

  • Yeah because a) it’s bugged and b) people haven’t unlocked it yet.

  • It’s been, what, four days? I don’t think this perk will be a problem either but at least give people time to unlock the teachable.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794052#Comment_1794052

    The early game slowdown mechanic would be the thing to extend the match. The early game is where so many killers are weak, because they lack essential pressure until they get into a chase.

    It would be up to the devs to make something more fun than holding m1, frankly I'm surprised they haven't made generators more interactive somehow.

    But as far as the hook camping thing goes. That could be a condition for the hook timer reactivating.

    But getting into the first chase isn’t enough. If you go through the chase, hook, chase, hook cycle for the entire game without being able to hook anyone back to back or slug you will lose as killer, even if you have a good start to the match. The early game is important but asserting lots of pressure on multiple survivors is the ONLY way a killer can win, unless the survivors pressure themselves and don’t do gens.

    And reworking the gens would be that change to the base game mechanics I was talking about. Who’s the say they’d make something better? Maybe people find gens boring but the simplicity is necessary and what makes the game successful? If you make the survivor objective more interesting but more difficult or stressful, who’s to say that wouldn’t drive people away from the game?

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794023#Comment_1794023

    It wouldn't drastically rework the overall gameplay loop of the game. But it would require work on their end.

    Making DS a base game mechanic that comes with deactivation conditions like healing, repairing, or another survivor being hooked. Make it so if a killer is within a certain radius of the hook for an extended period the timer would pause, thus making sure no value is gained from camping.

    Slugging could be addressed indirectly by adding the early game slowdown mechanic. Which we're unsure what the devs have planned, but going off of it's name it would slow the match down in some way. Removing the need to tunnel or slug, camping is more of a pettiness issue than a valid tactic.

    But if camping, tunnelling and slugging are totally removed as options for killers, match times would need to be extended. An early game slowdown wouldn’t be enough to allow killers to 12 hook every game. So how do you do it? Make gens take longer? Survivors would complain that it’s boring. Add another objective? More M1 holding, boring.

    Pausing the hook timer if the killer is within a certain radius would just enable survivors to loop around hooks with impunity so that’s not a good suggestion IMO.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794007#Comment_1794007

    You're missing the point, It's not that those tactics are broken. It's the fact that they are used to compensate for unbalanced match speed, at the detriment of the survivors fun.

    The devs were supposed to address match speed with the early game slowdown mechanic. Which would have hopefully removed the reasons to use those tactics.

    But yeah, addressing a core issue of the game that has been there since launch is just too much for then I guess. Makes sense considering how much they screwed this patch up.

    I didn’t say those tactics were broken. I was referring to the proverb, “if it ain’t broke, don’t fix it” - the game clearly isn’t broken since people can’t stop playing it, so why try to fix something that works?

    I mean, you’re saying they should try to address the way people play the game to improve survivor fun but there are tons of survivors. There are so many people playing survivor that queue times are awful, in fact. It’s not like survivors are leaving the game in droves. Despite people saying that X or Y is unfun, they continue to play this game every day.

    Do you have any suggestions for ways the devs could address camping/tunnelling/slugging/etc. that wouldn’t heavily penalise killers, but also wouldn’t involve having to rework the game? I can’t think of any. And I think reworking the game loop would kill the game so they’re never gonna do it.

  • They can’t truly “fix” these issues unless they rebuild the basic gameplay loop from the ground up, and doing that would probably kill the game.

    People complain about DBD and its gameplay mechanics but we all keep playing it. So why would they try to fix something that clearly isn’t that broken?

  • I think you’ve hit the nail on the head. 4 survivors, with one being chased, one on the hook and one going for the save - basically the way the game “should” go - means that there’s always one person working on gens. And if the unhooked survivor doesn’t bother healing that number quickly goes back up to 3 on gens. And then there’s the fact that you have to build up to that hook-chase-hook-chase flow, and that at the start of the match all survivors are on gens. This is why people have those 5 minute matches where gens seem to pop fast.

    As killer you need to incapacitate multiple survivors at a time, or get one guy permanently removed. You don’t physically have the time to win by hooking, chasing, hooking, chasing, in an even rotation. (Well, unless the survivors waste time not doing gens - then you can play more relaxed.) So you either slug or you try to kill one guy fast.

    It can be very frustrating to be slugged for a long time or to be tunnelled so it makes sense that people complain about those things. But if the killer wants to get some kills they sort of have to.

    I don’t think this is a solvable problem. I think it’s inherent to the game’s design and people need to just accept it. Expect killers to play “unfun”. Expect survivors to “genrush”. You have the tools to deal with these things, so use them or accept that you’ll lose more often if you don’t.

  • Personally I love Save The Best For Last against SWFs. They always try to take hits if one of them is in trouble which can easily backfire, they often have at least one guy with a flashlight which is easy extra stacks every time you down someone, BT is common and another easy source of stacks, and as long as you ignore the Obsession you can snowball really fast. You can quickly slug if they try to force you to eat DS. If they rush hooks you’re golden and you can get multiple survivors on the ground.

    If you’re playing a non-M1 killer then this is useless advice but you should be able to deal with them by using your power. And if they’re a SWF that splits up and plays super efficient and not altruistic then STBFL won’t do as much for you, but then you’re gonna struggle against those teams whatever you do.

  • @TheButcher said:

    Wanna know what would make it look better? If it was in the trash. Where it belongs.

    #RemoveHatch

    And have to endure long stand offs with immersed final survivors every match? No thanks. #KeepHatch

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792804#Comment_1792804

    My issue with bt is the stigma that it needs to be foolproof..not a fan really, the slowdown add-ons i could care less in their current shabby state and it would remove another excuse for survivors..still to this day people straw man the old forever freddy builds that are frankly dead

    The slow down add ons by themselves are very mediocre. The problem is when they’re stacked together and with other slowdowns like Thana, Pop, Ruin, etc. Calling it “forever Freddy” is hyperbole but it is cheesy. That’s why I think they should go, survivors hate them and they’re not good enough that anyone who actually plays Freddy often would miss them.

  • Not directly related to the topic, but I wish they’d buff or change blindness in some way so it wasn’t utterly useless against SWF. Seems pretty stupid to have a status effect that only hinders solo players, who are already hindered by a lack of information in the first place.

  • I do think Freddy needs some small changes and hopefully that’s all they’ll give him, minor tweaks. His slow down add ons are a bit overkill and could easily go, his ability to just spam snares with no drawback is a little too much, and the fact that he can ignore BT is silly. I’d be happy if they removed the Oblivious status effect from his power altogether so that he doesn’t get to ignore BT, but also isn’t so heavily countered by Object.

    I don’t think Freddy is as bad as a lot of survivors say, he’s not busted or anything. He just needs a couple of things reining in IMO.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792502#Comment_1792502

    Yes, because the game is filled with bugs and it's impossible to play without worrying to get a stuck in the map. Anyway I'm glad I didn't buyed the new DLC or anything from the in-game store lately. This game is in really bad state and is no longer enjoyable and BHVR only cares about money. Gonna play MK11. At least they listened to the community and they added Mileena to the game. Cheers.

    And Ethan joining the stream in a top hat, twirling sparklers and singing his Q&A answers to a jaunty tune would have done what to address the bugs, exactly? Oh right, nothing.

    Please do leave and take your judgemental attitude with you.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792476#Comment_1792476

    McLean is also a dev ( Gameplay programmer ) But yet he can somehow explain the things clearly and making it easy to understand. He doesn't look like he's reading something on force and from papers or notes on the computer.

    They’re different people with different personalities! Are you really that offended by the idea that one of the game’s developers may be an introvert?

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792414#Comment_1792414

    If he was professional, he could look at least at the camera. Reading from the notes at all time doesn't make you a professional.

    Maybe he’s nervous because of the thousands of people watching and scrutinising and nit-picking his every word?

  • I used to love Pharmacy and run it regularly. Then they nerfed green medkits and I never ran it again. It’s pretty underwhelming at this point.

  • I didn’t have trouble with this one personally. I ran We’ll Make It and people let me heal them. It’s probably just the playstyle of other survivors in your rank/region.

  • This frustrated me a little as well. “Few people use custom games so we don’t want to update them.” Well, maybe custom games are unpopular because they lack a lot of highly requested features?

    I don’t want to waste my friends’ time by asking them to idle in a map, or 1v1 me. I’d like to be able to explore maps and practice game mechanics on my own so I can go at my own pace. It would also be nice for comp players to have more control over map settings. Granted they’re a vast minority but it’s good publicity for the game.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792233#Comment_1792233

    From what I heard, Demo isn't being changed too much - just a few add-on changes and tweaks. They like his base power for the most part.

    That’s a good point, I’d forgotten the specific wording of their answer but they did say they’re happy with him, you’re right.

    So I change my answer to: yay, Demo!

  • @Leachy_Jr said:

    https://us.v-cdn.net/6030815/uploads/K35J9DLJVQEA/image.png

    Imo that was actually a pretty good QnA, one of the best they've had. That's restored a noticeable amount of faith in the devs.

    They actually gave stuff to look forward to (clown teaser, wraith buff) and their stance on certain topics.

    One question though, why Demo for the next adjustment after huntress add on pass? Demo while not being incredibly strong is one of the more balanced and well designed killers in the game aside from the god awful hitboxes. I would've thought maybe Plague, Hag or Michael, as they are much more problematic from a design perspective than Demo.

    Totally agreed on it being an excellent Q&A. Most of the answers were good, there was humour, and they gave us stuff to look forward to while keeping expectations realistic about other stuff.

    Thanks, devs! Unironically.

  • I’m really glad about the Wraith getting some love. He doesn’t need a rework, plenty of people enjoy him as is, but something to make him a little stronger will surely be appreciated. :)

    Not sure how I feel about Demo though tbh. I enjoy him as is. Better add ons would be nice but I hope they don’t change his base power too much.

  • I can’t wait to unlock a couple of useless brown add ons and a brown mist offering! Yippee

  • Nah, I love Hag, personally. She’s my “de-stress” killer. If I’ve had a couple of bad games as M1 killers and want to break a bad streak, I switch to her and can steamroll most teams with relative ease.

    That said I used to main her for quite a few hours so I know her power pretty well. She is annoying to learn though. Everything feels slow and gens pop fast which can feel stressful, and you have to fight the urge to go on long chases or engage survivors that try to distract you. You just have to play the long game and things fall into place eventually.

  • Bodyblocking is an intended mechanic for both roles. Survivors can block hooks, doorways, and so on to protect their teammates. Killers can block windows and pallets to get themselves a hit. There’s absolutely nothing wrong with it and so you’re wasting everybody’s time by reporting it.

    If someone bodyblocks you into an inescapable corner so you can’t play the game then you have a valid reason to report because that’s against the rules. Regular bodyblocking that occurs for a few seconds is totally legal and allowed.

  • I actually think the devs did a good job updating Doc. The core concept of his power stayed the same but it feels much better to use.

    Out of the remaining killers I think Trapper, Wraith, Myers and Pig feel outdated. The others are all fine in my opinion, and even these four would be fine with some small buffs. Trapper needs to be less hobbled by his power (it’s so easy to counter, and requires too much of a time investment for how little payoff it can actually provide). Wraith just needs some flat out buffs - why is he so clearly visible while cloaked when he can’t even attack out of his power, for example? Spirit would like a word. Myers is sort of like Trapper - his power can work well or it can fall super flat because it can just take too long to get running. And Pig I think would be okay if she wasn’t so slow while crouched.

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788911#Comment_1788911

    But isn't he also the guy who said that pkayers using OoO rarely escape, so it isn't a problem?

    No, that was Almo, he’s a different member of the team.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788932#Comment_1788932

    I thought it would help but I was wrong sadly I mean they could just show the killers ping for vpn and then you dodge the lobby on high ping killers.

    Thank you glad to be back.

    I think a ping indicator is a good idea, but it wouldn’t prevent all these questionable instances. I’ve had survivors scream at me about having bad internet post-game several times and my ping is very consistent and hovers around 30. My internet is almost certainly better than theirs.

  • @DarKaron said:

    Poor Mr. Cote... After his last comment on OoO, and this launch, I'm sure that stream's chat is gonna be... How you would say, "wild".

    His comments on OoO were fine. He was actually the one that said if the perk is unfun it should be looked into.

  • I really like the new Ormond.

    Haven’t had the Autohaven maps often enough to judge them properly.

  • If I’m enjoying the new chapter, happy with it and like the devs, am I allowed to buy cosmetics? I probably won’t because I’m not a fan of microtransactions in general, just wondering what the rules are.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785489#Comment_1785489

    Is it fair, though? I haven't played it yet so I have no opinion, but the complaints are talking about an empty map with a few unsafe pallets. I've seen screenshots of what appear to be massive dead zones in other posts too.

    It’s really not that bad. People are being over dramatic as always. There are pallets and jungle gyms on the map and all of the pallets I saw are definitely playable. You just have to think and loop a bit before throwing down pallets now, compared to old Ormond where you could insta throw 5 pallets and since have tons left.

  • No, yellow medkit has been 1 and a half heals for as long as I can remember, it may have been different at some point in the past but not recently. It has 24 charges so you need the brown bandages add on or Botany Knowledge to get 2 heals out of it.

  • @Slendy4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788287#Comment_1788287

    But then why have a Fog Whisperer program if you don't plan to utilize it? Pretty ######### stupid if you ask me

    The Fog Whisperers are given currency so they can show off new skins, free DLC so they can show off new content, and codes so they can drive more people to their streams. It’s a mutually beneficial marketing relationship, that’s it.

  • I’m pretty sure they’re not actually slower. I played a couple of 115% killers yesterday and looping was absolutely fine, I didn’t struggle to catch up to anyone, but they did feel slower to walk around. I honestly think there’s been a change to FOV or camera angle or something.

  • @TheClownIsKing said:

    I’ve actually found it incredibly difficult to successfully land pounces, even using the cat thingy add on that gives a pounce location indicator.

    40/60 land/miss. Survivors seem to be able to dodge it just as easy as Blights rush and Demo’s shred. And I’m punished as severely as Legion missing during FF. I know he respawns quick, but being crushed after one miss feels way too punishing. I’m also having a frustrating time figuring out how to pounce over/through vaults/dropped pallets.

    To be honest I think it’s another killer that is much easier to use with mouse and keyboard. Like Demo’s Shred, as you mentioned - I rarely ever miss on PC but with a controller it’s harder to land. Same with Victor.

  • I’ve seen people say before that Clown should have different types of bottles with different effects. Maybe it’s something like that? That would be kind of cool. Party bottles for confetti, slowdown bottles as usual, and speed bottles so Clown can huff some gas and zip across the map.

  • Yeah I played some Doc and Ghost Face and it felt like I was moving through treacle, though my chases were absolutely fine. Did they alter the FOV, maybe?

  • I’ve only played on new Ormond a few times so I don’t know it too well yet, but it didn’t seem that bad to me. It’s much weaker than old Ormond, but then old Ormond was completely busted.

    There are pallets in the main building, but the safe ones are upstairs. There’s at least one pallet on the lower floor but it’s super unsafe.

    You just have to run earlier if you see the killer coming now because the tiles are more spread out and gens are more often in the open - but you can see the killer coming from miles away because the map is more open and bright now.

    I’m gonna go in a KYF match and check it out later and see how many pallets and vaults it spawns, but I think it’ll be fine when people adjust.

  • @KayTwoAyy said:

    At the highest levels of play, Dead by Daylight is a survivor-sided game.

    Unfortunately, until BHVR successfully implements a functional skill-based matchmaking system, there is no "high level of play" for public gamers. The skill-floor to reach red ranks is low enough that inexperienced players can easily climb above their skill-group in SWFs, leading to an over-saturation of boosted solo-survivors when these players decide to survive alone.

    It is this over-saturation of inexperienced of players (and matchmaking queuing me with survivors 15 ranks behind me) that causes Hex: Undying to feel broken, not the nature of the perk itself.

    At its core, DBD is a team game where survivors are incentivized to work together in order to escape the impending doom that is the only real "solo" player--the killer.

    In theory, without the coordinated efforts of all four survivors, the killer should emerge from each match a proven unstoppable force of nature. However, in practice, the talents of 1 or 2 are capable of carrying the inexperience of others.

    That was until the addition of Hex: Undying. Ruin/Undying together lift the responsibilities of escaping off the shoulders of 1 or 2 survivors and places that weight back on all four survivors. As evident by the discussions in this forum, there is a counter to Undying--teamwork.

    Survivors who cannot work as a team; who do not know how to think critically, and struggle to prioritize objectives, do not belong at the highest ranks of play. Yet you will find droves of red rank players who do not know how/when to use Self-Care or how/when to urban evade.

    These players do not belong in red ranks, and Hex: Undying is weeding them out.

    Chapter 17 reminded us that Dead by Daylight is the survival of the fittest. Survivors will adapt, or they will die (and they will derank).

    ---

    Disclaimer: I do not condone the use of Ruin, Undying, Tinkerer, BBQ together. I find killers who run it incredibly dull and predictable. I will find your totems, and I will break them. And when my gen hits 70% you bet your ass I will walk off it just to watch you waste time running across the map to kick a generator I'll be completing shortly after you walk away.

    Except that it isn’t weeding them out. They still pip or safety pip even if the entire team dies. Undying isn’t weeding out bad survivor players at all, it’s just making the game even more miserable for the people they’re paired with.

    If the ranking system actually did what any ranking system is SUPPOSED to do (matched people with similar skill/experience levels together), it wouldn’t be a problem. But it’s basically impossible to consistently depip, so it does nothing.

  • @nursewannabe said:

    I still didn't get new ormond as killer. Are the scratch marks finally visible?

    No, if anything they’re more difficult to see than they were before unfortunately. This update made the map super bright so scratch marks and auras are a little more difficult to make out.

  • @2LuvRias said:

    https://forum.deadbydaylight.com/en/discussion/comment/1786294#Comment_1786294

    I tend to mostly play survivor, wanted to try mining killer. However I tend to get messaged every game. I can handle the heat but it makes me not wanna play after a drawn out argument.

    Oh, yeah, when I was on PS4 I just turned off my messages LOL. I got so many salty angry messages and I always ended up getting drawn into it. Just make your messages private.

  • I’ve been getting really ######### ping on and off so I’ve had to dodge a few lobbies, for everyone’s sake.

  • I’m not a killer main, that’s probably what helps. I play some killer, some solo survivor and some SWF so I never get too tilted by any one thing. And if I do, I take breaks from the game.

  • They’ve changed on the killer side as well, FYI. The visual is different and there’s a sound effect that plays as you’re being blinded.

    Edit: I only mention this because it suggests to me that it may be intentional. The changes on the killer side definitely are.

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