xenotimebong
xenotimebong
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- xenotimebong
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@Huge_Bush said:
No! As much as I hate indoor maps, Hawkins wasn’t that bad.
I wonder why this is happening. Did Behaviour piss off the License holder? Are they not happy with something about the game, like all the bugs and poor optimization that console has?
Something had to have happened to cause this.
It’s probably the same answer it always is with stuff like this: $$$
I doubt Behaviour did anything to piss them off, it’s most likely Netflix wanting more money. I’d be surprised if they care about performance, they just have a new season of Stranger Things coming so they want to milk their IP before it inevitably ends or loses popularity.
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@bm33 said:
They like JUST added the Jonathan Byers legendary. Wonder what exactly made the license holder pull out/not renew.
They just announced the next season of Stranger Things and dropped the first teaser a week or so back, so could be something to do with that. I’m assuming Jonathan was agreed a while ago, he was leaked back in May so they started working on him before that.
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@FancyMrB said:
What? No more hawkins map??? Why? How? What?
I am so confused... why is this happening? Has a chapter been pulled like this before?
No. The closest thing that’s happened is the Nightmare on Elm Street content not being available on Switch for a while. They couldn’t play against Freddy or on any of the Badham maps, I think.
I’m guessing they have agreements with the license holders that last for X years and then get re-negotiated. Netflix probably wanted different terms for the rights to keep using the Stranger Things IP and they couldn’t come to an agreement, so we have this. Pretty interesting.
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@bibibib8 said:
I have a lot of complain about mmr but the solo experience with mmr is awesome. Im kinda tired to see 2 or 3 kindred per loadout but the game a far better compare to before. So for solo when they put mmr for real i hope they keep the same system for the swf and killer they need a change
My experience of teammates has definitely been better with MMR for the most part. I’ve had teams that seem to understand the game well so that’s been much less frustrating.
That said it does feel like a team of solos against a strong, experienced killer with a full slowdown build is still at a noticeable disadvantage because there’s so much you can’t communicate or coordinate. I think my experience with MMR has made me change my mind about the difference comms actually make; I used to think the poor matchmaking was the main reason solos have it harder and that comms weren’t that big of a deal, but I’ve changed my mind a bit (at least for games with MMR matchmaking rather than the old system).
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@sulaiman said:
IT might be, and i think it should be. And yes, i have the feeling i get more solos also, and not just potatoes.
I still think swf messes around with the mmr.
Interesting, well at least I’m probably not going crazy if other people are having the same experience.
I can’t imagine how it wouldn’t mess with things, honestly. Most games with SBMM seem to limit the range of ranks that can play together. I guess DBD is sort of a special case since one weaker survivor can kill the entire team. But if you have a high MMR team mate and a low MMR one, I wonder how it pairs you with a killer.
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I just hope it isn’t another ranged killer that can break pallets with their power, with more game slowdown perks. 😔 I’d give my right arm for a killer with a fun chase power and more aggressive perks; Lethal Pursuer is great so more in that vein would be nice.
And I don’t think there’s a survivor coming, but if there is I hope the perks are as fun and interesting as the RE ones. They’re not all great but they’re simple, not hobbled by unnecessary requirements and fun to use. Same as Lethal Pursuer.
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@iCAMPuCRY said:
https://forum.deadbydaylight.com/en/discussion/273084/so-apparently-the-sbmm-thinks-im-a-noob
The chance that the large, professional video game development company with hundreds of employees and a combined hundreds of years of experience are WRONG, but YOU, the anonymous forum dumbass, are RIGHT, is zero. If you're a noob, you're a noob. Embrace it! Join the other 90% of players who are actually awful at this game. You'd fit right in!
Are you speedrunning a forum ban or something?
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Midwich isn’t that confusing once you play it a few times. It’s a big square with the courtyard in the middle, rooms coming off the outside edges and two floors. It seems more confusing than it is once you realise how it’s laid out.
RCPD on the other hand is a maze of small hallways, dead ends and tiny rooms. It’s good map design for a single player horror game, horrible map design for this kind of game.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2431049#Comment_2431049
I feel you
I used to never run DS, I thought it was a perk that was simply being wasted because killers never usually hardcore tunnelled me - they would only tunnel if they were losing their grip on the match which is understandable
Now I've had so many games where I am straight up hardcore tunnelled from the start.
I’ve never seen so many killers get hit by DS since the nerf, in fact for a while I didn’t see it used in a single game. Now, almost every single match the killer will get hit by at least one, often more, because they’re so aggressive about going after someone just off hook.
I don’t want to be a meta slave, but I also want to be able to play a match for longer than one chase. It is what it is I suppose.
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All I’ll say is that I used to run casual survivor builds for fun. Today I switched my build to DS/UB/SB/IW based on how my matches are going.
I didn’t think I’d ever want to take off Kindred in solo queue, but my first match with that build consisted of me being camped into second state, immediately tunnelled off hook, slugged until my recover bar was 99, then picked up and I only escaped because of DS. So I think I’ll be running this build for a while.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2430534#Comment_2430534
dude... i had ping spikes myself when downed or hooked and I wouldn't even know how to hack that or what for
You don’t understand, people like this aren’t playing with a normal level of bad ping that makes the game lag a bit, they throttle their connection to a ridiculous point and only when being hooked so that the killer is stuck in the hooking animation for long periods of time. The difference is plainly obvious in game.
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@Desh said:
We all know it, we all hear it, we all see it.
It's frustrating. It's exploiting a mechanic that you as a player, Survivor or Killer, have no control over. It's happened to me several times, and it shouldn't be an accepted and common practice for players to purposefully DC from the match to allow their friend to escape. You even have streamers with many viewers/followers saying over Live to their SWF's to DC so they can escape through the hatch.
There needs to be some form of punishment for this. A 3-5 minute time-out for a DC penalty isn't cutting it. Neither is reporting, because I've submitted various reports in the past ranging from this exploitation to literal hacking, and nothing ever gets resolved because I see the players again days later. There's just no follow-up or care it seems.
https://us.v-cdn.net/6030815/uploads/G96CADLEPDJA/dc-png.png
https://us.v-cdn.net/6030815/uploads/100OFOCSMCUW/dc2-png.png
Context for these 2 images: Was playing Demo against a SWF's group (All rocked the same skin and character, lots of comms due to them always being on top of each other when one was downed) on Ormond. Got them to Gen lock themselves so I simply weared them down until I was able to kill them. 1 DC'd because of the situation, 1 died, downed 1 and went for the last Survivor who ran across the map. Soon as I came over, they DC'd.
There is a punishment for it. The dc penalty is the punishment. The more they do it the higher the penalty goes, and if they’re a SWF, if one of them gets a penalty then they all have to deal with it.
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This is one of several reasons why I just don’t farm. The number of naive survivors that trust a “farming” Bubba alarms me.
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It’s weird. The killers I’m facing are mostly pretty good, but the survivor teammates I get are either really good as well so we all get out (or one person gets tunnelled to death), or my teammates are absolutely clueless Urban Evaders who can’t use the information provided by Kindred to coordinate a save, and go down in seconds. Really odd.
I haven’t played much killer yet because I’m kind of nervous about the matches I’m likely to get, honestly.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2428323#Comment_2428323
Its pretty obvious what OP meant.
"I won’t get off of my 80% completed gen" A hook stage is 60 seconds. So if the gen would be at 80% when you reach second stage, the gen would have been at 5% when the survivor got hooked. So OP would say always gens before unhooks and not write 80%.
"get you immediately" Thats pretty clear, right?
Just admit that you read it wrong. Sorry, if i sound rude, but this forum is full of people who only read the headline and take over the thread with a complete different discussion. And almost nobody admits it if they are in the wrong.
OP: Stop killing yourself on hook because I commit to my 80% gen instead of immediately running to save you.
People on this forum: Wow what a bad teammate leaving someone to go struggle smh, stay out of my lobbies.
I’m sitting here looking like the confused basketball player meme.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2428236#Comment_2428236
Well, even if it is for a challenge, the challenge is to get extra points in the long run, or to advance in the rift, so technically it is still taking on extra risk in order to greed. That is the risk of waiting for the hatch.
Your 2nd example, if they exit gates are close together and they are injured, well in this scenario, the Killer will obviously be camping the gates, given that they are close together, so it is very easy for the Killer to push the survivors who are in the exit gate out of the game, as they have no reason to not be in that area next to both gates, so in this scenario, the person camping the hatch is very likely to get the hatch escape.
Your 3rd example is not relevant, the OP clearly described someone who was standing next to the hatch and waiting, so this should not really include someone who is getting chased near the hatch, it basically implies someone is in that area, has the choice to move away from it, but is deciding to wait by the hatch.
Why on earth would the killer push the survivors out of the gate and allow the hatch to open, if they can just patrol between them and ensure the last guy can’t get out?
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If your teammates are as bad as you’re saying, then the killer will also be very bad and you should be able to loop them for a long time, or survive long enough to outlast your teammates and get hatch/gates if you’re really as good as you think you are.
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@JPA said:
It is funny because people standing on Hatch were greeding for the extra few points from a hatch escape, and end up losing the 5K escape bonus. Sometimes when you greed, you lose everything
Why do you assume they were greeding? Firstly there are challenges that involve the hatch, and secondly there are situations where the gates spawn close together and the hatch spawns far away, so if the killer is patrolling and the last survivor is injured, or if they’re being chased near hatch, the hatch is their best hope of escape.
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@NoOneKnowsNova said:
I don't get some of the replies here...the survivor has 60 seconds in each phase (iirc) while getting a gen from 80% to 100% takes 16 seconds, which isnt taking into account items, perks or if someone else is on the generator with you.
So why can't the hooked survivor wait then? OP is just doing what's efficient in this situation.
Yeah, honestly. I’d be happy to get a teammate who realised that finishing an 80% gen and THEN coming for the save is usually far more efficient than just immediately running to the hook. Plus if you bomb the hook every time, most killers notice and will start to hover around it. Best to wait a little bit and put them under pressure to leave.
People in this thread are proving the OP’s point and then have the nerve to complain that solo queue sucks. Lol.
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@lemonsway said:
It's not just old gen consoles either. I've quit Console DbD despite having PS5. There's also reports here in the forum of people having issues on the Series X, which supposedly is supposed to be better than the PS5 so it doesn't even matter if bought a PS4 today or a PS5 or an Eggsbogs 1, 1S, Scorpio, Series S or Series X, or Stadia, or Switch which btw get's patches later than everyone LUL.
It’s the game itself. I switched from PS4 to PC to get away from the godawful optimisation, but now I just get lags, freezes and random frame drops on my PC too. 🙃
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2425137#Comment_2425137
Sure... a game about a psychopath that murders children and is possessing a animatronic that has his corpse inside it, truly a game for little kids...
People claiming FNAF is a little kids game are more delusional.
A story can have mature themes in it and still be marketed towards children. Most Pixar movies have themes and jokes that can be appreciated by adults, but they’re clearly designed to appeal to kids.
I don’t hate FNAF or anything but let’s not pretend it didn’t have a huge (and loud) fan base among children.
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The generator popped fast because the survivors threw all of their resources at it. They had all 4 survivors, using toolboxes and BNPs, and got it just as you arrived. While annoying it’s hardly the best use of their resources, as demonstrated by the fact that you killed them all.
What exactly are you looking for here? Do you want the devs to nerf gen speed when survivors stack on gens? Cause you can ask for that but I wouldn’t recommend it, balance changes that push survivors towards splitting up and repairing gens solo would make killer games harder, not easier.
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Nobody knows and the devs won’t confirm it.
Personally, I’m assuming it’s balanced around kills/escapes with modifiers for some in-match performance metrics. If you kill all 4, your MMR gets a boost. If you escape, your MMR gets a boost. Whether you slug everyone at 5 gens, or get all 4 in EGC with NOED, or 3 hook everyone, or mori with Devour is probably irrelevant. Same with escapes.
I can’t think of any other way they’d do it really. Killers who are facing survivors below their skill level will 4k a lot. Survivors who are facing killers below their skill level will escape a lot. There will be outlier matches of course (squads with 4x BNP, survivors feeding a basement Bubba, throwers, AFKers, etc.) but on average, in games where people are just playing how they normally play, their kill/escape rates will probably tend to reflect whether they’re matched against opponents of a similar level or not. And SBMM is essentially all about averages.
Note: I’m not saying this is the best or only way to do it, or the way the devs are calculating MMR, I’m just assuming they’ve gone with something like this. Just an opinion. :)
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This might be the funniest complaint I’ve seen for this game, lmao. I mean, I’ve seen some funny ones but “using the killer’s power to get kills means you’re bad” really takes the cake.
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@WexlerWendigo said:
I’m talking specifically about when a killer has won the game, they just leave survivors to bleed out for no reason other than to be petty. It’s the biggest BM in the game, and it takes forever to bleed out. And no, avoiding DS isn’t an excuse, this is not what I’m referring to.
It’s very obvious when a killer is doing it to ‘punish’ a survivor that didn’t go down in 10 seconds. I wish there was an option to die if you’ve been on the floor for like a minute.
I don’t think making it bannable is the right answer because there are situations where a survivor is left slugged for legitimate reasons, but I do think making it so the last survivor doesn’t have to wait for the entire timer would be a good idea.
They made hook struggle end immediately if there’s no chance of rescue, so why not just have the entity kill you when solo slugged like when the EGC timer runs out? If all other survivors are dead and hatch is closed, the entity eats the survivor on the ground. There you go, fixed.
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The filter is incredibly dumb. I had someone say “slit ur wrists” to me, which wasn’t blocked btw, and also someone told me “go die” which was apparently fine, but then in a separate chat when I tried to say “delete Hawkins” the name of the map was censored. I also got censored for saying “glad I run Bond”.
I’ve never had an offensive word or insult be censored, I called someone a butthead the other day (jokingly) which was fine but Yun-Jin’s name gets censored for me every time. Why even have it at this point? People can freely call you slurs and tell you to die but the names of characters, maps and perks are blocked.
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@GrimoireWeiss said:
The Game is probably because there could be a gen spawn that survivors were unable to access due to closed doors.
No idea for Blood Lodge though.
I think Blood Lodge basement could be body blocked. They disabled Thompson House for the same reason previously.
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@SaboBoy said:
I was trying to complete The Machinist for on Tome VIII, and was having some trouble getting Gens done. Anytime I'd actually get to doing Gens, the killer would find me and hook. Once I was off the hook, there would be 2 Generators left, making the challenge void since you have to do it in a single trial. I switched to a new challenge, figuring I could just upgrade my character to get good gen-rushing perks.
The next match I got into, I managed to finish repairing 3 Gens. I hate my life rn.
Always happens to me, too. :D Go for a grab challenge and can’t get a single grab, swap it for something else and grab like 3 survivors in the same match.
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It’s only been live for a very short time so still way too soon to say. I’m going into it with an open mind though, I think hiding the ranks to avoid bias in feedback is a good idea.
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Coal Tower is a good map, but it has the problem of being heavily affected by RNG. If you get all L/T walls spawning it’s awful for survivors because you have like 5 pallets all next to each other, and then once they’re gone, nothing. Or for killers you can get multiple jungle gyms with safe pallets and long wall windows that all connect to each other. Ugh.
I like the fact that more recent maps are less RNG heavy. I just wish there weren’t so many of them set indoors.
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Saloon is far from terrible design. It has a mix of safe and unsafe gens, most of the pallets can be played around, the strong windows are weakened considerably by breaking walls, it isn’t insanely huge, it has quite a few tiles that can be played. The totem spawns are decently hidden for the most part, but not absurdly so. It doesn’t render any killer powers useless or oppressively strong. It has plenty of drops and vaults but they’re not totally safe so you have to actually pay attention when running the killer.
It’s a map that actually allows either side to win if they play it right. It isn’t full of safe pallets like Cowshed or safe gens like Haddonfield, which is a good thing. But on the other hand it isn’t full of dead zones - one part of the map is pretty sparse, but it’s also very open so you can easily see the killer coming and run to safety.
I actually think Saloon is one of the best maps they’ve done. Perfect? No. But I’m happy to get it playing either role and if I lose, it’s usually because the other side played it better than me.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2419116#Comment_2419116
But the Twins only "power" is to stand around and do nothing. That isn´t exactly strong.
Noob killers stand around and do nothing. Would you call them strong?
I don’t really understand what you’re trying to say. By “stand around and do nothing” are you talking about Charlotte being immobile while Victor runs around the map at 150% speed chasing survivors? You know that one of them “standing around and doing nothing” means the other one is doing stuff, right? Or are you implying that people who play them only camp, and that means they’re weak?
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2419096#Comment_2419096
Blight was released 1 year ago. A full year since they haven´t released a strong killer.
And please don´t treat Twins like they are strong. I haven´t seen Twins in the last 3 or 4 months. If they were strong, people would play them more.
One year is not that long ago when new killers are only released quarterly.
“If they were strong, people would play them more.”
Flawed logic. I see way more people playing Deathslinger than I do Spirit, does that mean he’s the stronger killer? Hell I see more Trappers than Spirits these days and we all know Trapper is weak as #########. Most people don’t play killers just because they’re strong, they play them because they enjoy them - why else are there so many Wraith players? Is he top tier now?
Whether Twins have popular appeal or not, they’re strong.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2419049#Comment_2419049
Full phrases, please.
When was the last time, the devs released a strong killer?
Erm, not that long ago. The last four killer releases were Nemesis, Trickster, Twins and Blight. Even if you think Nemesis is bad, Twins and Blight are both strong, heck Blight is one of the highest tier killers in the game.
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@hiken said:
very interesting. i guess i can understand why but is unnecesary, everybody knows that room is dead. literally , and there is 0 reason to go in there, because actually not even totems spown in there, usually they do in the room aside.
Totems can actually spawn in that room. You’re right that they usually spawn in the one next to it but it does happen.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2418146#Comment_2418146
And all killers have Pop as their basekit and it's always 30 seconds, not more and it's always the gen that someone is repairing, suure.
Usually when someone tries to suicide and gets rescued, he suddenly starts playing again, because it's more fun to go down in a chase. Survivors who just stand still waiting to be killed is so rare, it's neglectable.
Your experience is worlds away from mine. I have never seen a would-be hook suicider start playing the match normally after they get pulled off the hook. Not one time.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2418131#Comment_2418131
As long as it keeps the killer busy for some time, it's not meaningless. And I don't have to smash spacebar anymore. To much profit to revert it.
And then the killer gets another Pop regression kick on your gen, removing more progress than the person “wasting time” by letting themselves be hooked and killed bought you.
I don’t think anyone is asking to go back to button mashing, that mechanic was almost universally hated. It isn’t a button mash/skill check binary choice, there are other options.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/2418037#Comment_2418037
The killer still has to waste time to hook them. No matter how little time it is, it's still extra time for the team that they wouldn't have had otherwise.
Distracting the killer by spam notifications I'd also consider a bonus for the team. It makes the killer want to stop it which means they aren't checking the gens.
Time is important in a balanced match. In a 3v1 match, the killer wasting a few seconds hooking someone who let themselves die does nothing. If they have hook perks such as Pop or BBQ it in fact ######### over the remaining survivors.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2418105#Comment_2418105
30 seconds is better than 0. And usually it's much more.
30 seconds is essentially meaningless when the match then becomes a 3v1.
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Oh, they finally realised that having a room with only one way in or out was like a giant flashing beacon for griefers and trolls and needed changing? Took a while but I’m glad they got there.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2418037#Comment_2418037
Just go kill him. It's still more fair to other survivors. But to be honest I haven't seen anyone spamming "loud noises", waiting to be killed for more than a year.
It isn’t more fair for other survivors because the person who had checked out of the match is still checked out of the match and still ends up dead, just 30 seconds later than they planned. I’ve never seen a positive scenario where a survivor gets unhooked when they clearly wanted to die on hook, they almost always die immediately after and they never contribute anything positive to the match before they do. It makes no difference, it’s just annoying for everyone.
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@ohheyitsbobcat said:
It stops salty people from killing themselves early. It's beautiful.
Then they just get grabbed off the hook and start spamming loud noise notifications until the killer hooks them again and kills them. It really does nothing but waste everyone’s time and give me a headache if I’m the one playing killer.
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I have the same issue. It doesn’t take hours, but while bigger updates from other games take 2-3 minutes, it usually takes about 30+ for a DBD update. I don’t really get why.
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@vacaman said:
When I play a normal killer I see occasionally a survivor that tbags or click, i guess half of the times just to get your attention, not necessarily to be toxic so I don't really care.
But when I play a meme build like t1 Myers in a bad map at least half of survivors know that you are indefensible and will click and tbag nonstop through the whole match for no other reason than to be toxic, there's where you see the true colors of people.
I don't get any pleasure for being toxic for no reason, maybe against people that have been toxic before as some sort of "karma" but i really don't understand why so many people enjoy being bad for no reason to other people. They can't all be sadists or sociopaths, that would be a proportion that doesn't equate to the maybe 5% in the real world. So why? If anyone of you can explain why you do this, someone that doesn't do this as "revenge" if possible, please do.
Leaving aside discussions of whether certain things are toxic and whether one side is more toxic than the other or vice versa, I honestly think it’s just people taunting when they feel confident that they’ll win, because they probably don’t win a lot.
I know people don’t like to have this discussion (and I know it’s not a stat that is indicative of balance, so please nobody try to start that discussion because it’s irrelevant to my point) but the kill rate for most killers is like 70%. Which means that most survivors are dying far more often than they’re surviving. Obviously it will depend on personal ability, rank, region, solo vs SWF, perks, items, etc. etc. etc. But the average survivor player who is just playing the game as casual entertainment is not that great at the game and they probably die a lot.
So when they see a mirror Myers on Rotten Fields who can’t catch anyone, they think “oh great, an easy win!” And they taunt and revel in their assumed victory. Probably even more so if they were camped in the last game or whatever and feel mad about it.
Just an assumption on my part but I don’t think it’s anything more nefarious than that. And it’s why I do my best not to take BM personally, or assume it says anything about me (or the people doing it). They’re not emotionless psychopaths that are trying to kill your spirit and bully you to tears, they’re probably just showing off, bragging, or venting steam because it’s a video game and it’s not personal, they’re teabagging the big scary monster you’re playing and not you as a person. As long as they’re not being gross in end game chat then it’s really not a big deal, IMO.
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They’re a group of ~rebellious, misfit teens~. You’re surprised that a lot of zoomers on TikTok find that appealing?
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S for Spirit. “Take a seat and chat” is suggesting that Spirit mains will need to take a seat when they see the upcoming changes announced.
Spirit nerf incoming?!?!?!?!
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2414625#Comment_2414625
While i see what you're saying you should also keep in mind most players in the game want this game to progress and continue to get bigger not because of DLC's but because its a good game and right now matchmaking and the idea of MMR is taking this game backwards over forwards.
I don’t think MMR is the problem, tbh. Like I said, the game gets stale quickly. Reworks of anything are months (if not years) in the making and then the change will be something like a 5% number increase. The lore is just bad. Unbalanced and frustrating perks, maps and mechanics stay unaddressed for years, and don’t even get me started on bugs that persist for months upon months. The grind is insane and gets bigger every 3 months.
And it’s not like any of this stuff got worse when they started working on MMR so it’s not like it’s the cause.
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@MonsterInMyMind said:
Behavior, please, for the sake of the community and everyone involved, admit that SBMM(MMR) Is not gonna work and it is so very clear all we've seen these past tests is more examples of failure and now you guys cannot even get the system working properly. Seriously, just give it up.
I dunno, even if it never works perfectly I enjoy the tests and MMR going on and off. Outside of chapter releases the game is pretty stale and same-y so it spices things up at least.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2414568#Comment_2414568
We need someone to do a summary for us.
It’s a video of someone playing Wraith. They have one survivor dead, one on hook in second state, one slugged, and one injured near a pallet. They run back and forth on the pallet side until they reach blood lust 3, and then down the survivor. There’s some stuff after that (camping, Deliverance, hatch etc.) but based on the subject of the thread it’s not that’s relevant.
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A brown medkit can be worth it. Usually I get a brown toolbox or a green key though, so I don’t bother with chests personally unless I’m running a looting build or in dire straits and praying for a lucky find.