Avatar

drpynz

drpynz

About

Username
drpynz
Joined
Visits
479
Last Active

Comments

  • @zachzapper said:

    is there a reason this issue cant be fixed or are getting no news as to whats going on texas chainsaw massacre comes out tommarow so ill be on that instead this is getting rediculous

    Had no idea, thanks for the info!

  • @Beatricks said:

    Ever since the HUD update you can see that not a single teammate touched a gen while gave it your all in a chase. Why waste 20 minutes of your life for a guaranteed loss?

    i understand once you're in the game for a bit and some people are not pulling their weight. I am talking about the first minute or two.

  • @Hawk81584 said:

    Not sure why you want to discuss this.....if you have a opinion that differs from being against it its a bannable offense.

    i don't think anyone is getting banned for it. Had someone threaten to come to my school in post game chat and they are still playing, in game etc. The discussion is as easy as reading the first sentence in my original post. "Is anyone else noticing this trend?" Hopefully that helps clear up confusion :)

  • Thanks for your responses. I have 4K'd in 5 games now and double pip'd. I am going to try the alphabetical perk suggestion.

  • Did another match with SM. 12 individual hooks, didn't camp, and pretended the hook was a timebomb and I needed to get to a 40-meter safe distance. Still no golden grape goodness.

    20230309135743_1.jpg


    double pip'd.

    20230309140123_1.jpg


  • @[Deleted User] said:

    I was able to get SM's adept. This was on PC.

    Interesting, i lack GF and SM. Can't get it on either Killer.

  • That is what I thought as well. I have done the following:

    • equipped the characters 3 individual perks
    • no one escapes
    • double pip'd

    Im walking in the grass without the pop-up box of glory

  • @GreyBigfoot said:

    It's been bugged ever since they changed the requirements for Merciless Killer to be the number of kills/sacrifices.

    Sometimes it unlocks and sometimes it won't. Nobody knows what the actual exact conditions are, and it affects every single killer. I been trying Adept Dredge for weeks now and it's still bugged.

    Thanks for the info. One of the last achievements I need, been trying off and on for 2 years lol.

  • You can't actually believe the icons bring solo anywhere near 4 man swf level.

  • @thrawn3054 said:

    You can't actually believe the icons bring solo anywhere near 4 man swf level.

    right? ??? how does the exact information of how much someone is healed, a gen is completed, if someone is being chased or doing a totem help? Ridiculous.

  • If they do the following, it will level the playing field to be more even.

    • Basekit Kindred
    • basekit windows of opportunity
    • basekit alert
    • basekit soulguard
    • basekit Unbreakable ( after changing unbreakable to multiple, maybe unlimited uses, maybe after a safe unhook, have it reset )
    • Change Eruption to 3% gen reduction and not interrupt survivors.
    • Change jolt to every 2 minutes and reduce gen reduction to 3%
    • Reduce trappers number of traps to 6
    • 2 minute timer on Scourge hooks, once someone is unhooked from one, all 4, including basement start a 2 minute timer.
    • Remove undying from the game
    • If there are => 2 survivors increase EGC to 10 minutes and reset all pallets and chests.
    • Remove killers power and reduce movement speed to 80% within 32 meters of a hooked survivor.
    • Dead mans reduced to 10 seconds and works once per gen like Storm
    • DH can be used until the survivor has healed Deep Wound. If killer continues to go after deep wound survivor DH is able to be used until Deep wound is mended.
    • Basekit DH
    • Basekit off the record
    • reduce huntress hatchets to 2
    • reduce tricksters knives to 22
    • remove Michael Myers lunge
    • rework the clowns bottles to a safer squeeze bottle. Sell cosmetic that allows the clown to squeeze a hand bulb to squirt water out of flower on outfit. Make the clown be more in line with a real clown.
    • increase exit area another 10 meters and install a celebratory area for survivors only the killer cannot access but is teleported to a looking window just outside when all survivors have safely exited the area.
    • More Wraith skins
    • one random gen per match can be completed in 10 seconds.
  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333195#Comment_3333195

    It looks like you not having to worry if a killer decides to slug you because you have the perk to counter it.

    I rarely encounter it so I don't bring Unbreakable. If you're encountering it often, it's your job to bring the counter.

    Very insightful, thanks! This fixed the game for me :)

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333130#Comment_3333130

    Killers don't have to slug and camp. You can get 4ks without it, and in fact you're generally more likely to get a 4k if you don't camp, assuming you're good. Especially if you're playing a decent killer.

    If you're getting slugged and camped every match, they put perks in the game to counter these strategies. So use them. If you actually desire a solution to your problem and you aren't here just to complain, then you can actually do something about it.

    I don't think you understand the problem I am stating. your answer is to use perks to counter slugging. Ok, what does every match look like at that point?

  • I see they upped the paid actors budget :)

  • @LordSturm said:

    use unbreakable

    Do you see from your response how the system is set up to use a META when the idea was to get away from the meta? I think, ideally, all of the perks should be usable to someone's playstyle. Right now that isn't possible. Killers have to slug and camp which makes matches very unfun for both sides.

  • @JoeChill261 said:

    Hooking players takes too much time. Take Huntress and Trickster, I down a player, then I have to hook them, then reload (unless Im running 7 hatchets but even dumping all bp into Huntress you run out faster then you acquire). By the time I do that another gen pops. Slugging, is the only way I can create enough pressure, and even then its risky because, once I get 2 down and go for a hook, the other is usually picked up. Kicking gens is pointless on Huntress / Trickster because of their reload mechanic, they have to snowball fast and any inefficiency in downing players is compounded by the built in inefficiency in reloading and map design.

    New HUD makes it even worse for slugging because recover percent is shown to other players. Map design since Silent Hill sucks ass, and locker placement is abysmal, that a single reload means, any pressure you have created is going to be negated by the time you finally reload on most maps. Ive enjoy playing Huntress, but she is becoming less viable as this game continues get worse.

    They nerfed other regression perks into useless, so you either run a gen kick build or a full chase / aura build. Full chase / aura build means, any bit of inefficiency in your downing survivors and the match is over. Trying to regain ground in a bad early game at that point, means slugging, tunneling, and situationally camping. Well all three of those are countered by HUD, Reassurance, baskit BT, OTR. Playing solo, I've literally have been given 3 different Reassurance 30 second timers by 3 different survivors on my first hook state, an extra 90 seconds, on top of my 60 seconds for first hook state. Like the #########? Thats 150 seconds or 2 min and half minutes for first hook state. Then it happened again on my second hook state after being tunneled by the killer of the hook, but it was too late for that killer as it was now EGC. Reassurance, means a survivor can be on the hook for 5 minutes before they die, thats 5 gens worth of time, against even an uncoordinated team.

    Chasing is by far the most fun aspect of the game, for both sides. in fact, Ive stopped using most gen kicking perks, because I hate having to stop chases and kick gens. But the matches do not permit chasing with how fast gens pop without some form of gen regression, and all non gen kick regression besides Pain Reissuance, has been nerfed into the ground. So as a killer without gen regression, you either snowball and end match in under 5 minutes, or you get ran over by gens popping an matches end in 5 minutes, or you somehow get a lobby of clueless survivors that play Blendette all running Distortion, and then you have 30 minute game of nothing happening.

    Map design, post Silent Hill Chapter, is just ass. The aesthetic is on point, but by god, they play abysmally, have the worst collision in any modern game I have ever seen. Throwing hatchets or using any killer with a ranged ability that can collide, has you hitting random ass air pockets in the open and just eating your cooldown or hatchet. When that happens, you are out there in the middle of that map, just holding your dick in your hand, waiting for your cooldown to recharge or you have to then go reload, which takes 30 seconds on the new maps, and all pressure you have created is gone, simply because the devs released a map in a rushed state, and that one instance causes you to lose the match. Then there are the hook spawns, even without survivors running a single Oak offering, you can be ######### sideways, with zero hooks being broken or sabo'd because they just don't spawn.. New Eyrie can have 1/4th of the map without a single hook spawn.

    The new Eyrie rework is so bad, most players that are not playing 8 hours a day, will not play it enough to realize just how bad the devs ######### up on its rework, and that is not even touching on the piss poor optimization on that map. My pc is pretty beefy, built way over spec, and Eyrie still out here eating resources like crazy. Collision is worse, then any of the other maps in the game, and says something when Garden of Joy, Borgo, and old Eyrie have horrible collision.

    Cheaters, are back at it, again as with every Event. Auto Dead Hards, Speed Hacks, and Every Perk Hacks are back in full force. Just yesterday, over 8 hours, I ran into 5 confirmed cheaters, with footage, 2 auto DH, and 3 speed hackers. Epic Accounts was the single dumbest thing DBD has ever done. Epic, is extremely easy to cheat on, then add on the infinite free accounts you could make when Epic was running the promo for free DBD base games, and cheaters will almost never run out of accounts to use. When players in any game need an account to cheat or exploit on, they buy an Epic version of the game, because it is much harder to track the players activity, no steam like API for users to track other users, Epic likes to ban only the name of the account, not the actual access to the purchased game, and Epic is very lax on security. In games like Ark: Survival Evolved with mulit-regional support and certain regions such as China, were cheating is culturally excepted, mega-tribes keep all their cheaters on Chinese tribe owned servers, all running Epic accounts, and call them in when they need a server dropped, spin-botter, or any other cheat. This is not even touching out private cheats which EAC will never detect.

    DBD also has a major security issue regarding players IP. DBD is extremely lucky, it has not seen a mass influx of DDoS or doxing. Its bad enough streamers have to run a vpn in this game just so they don't get SWAT'd. Over the course of the Winter Event, I was DDoS'd 3 times, and I don't even stream, was just playin 8+ hours a day and getting some salty survivors paying for a basic botnet DDoS service, nothing fancy like render range DDoS or region based, just a simple IP targeted DDoS.

    The game is fun, but there are so many problems, that keep getting swept under the rug for years that need addressing all while they keep pushing more $15 cosmetics out the door, and not playtesting or fixing PTR issues before going live for 3-6 months.

    I cannot agree more with every word stated here.

  • @Anglosaxon said:

    How did people used to play then? Genuine question. Did they play to lose? I really am curious as to what you mean.

    Killers could do something other than camp. I am a killer main, so I'm not a survivor complaining. Just unfun, they've missed the sweet spot somewhere trying to stop camping. The only way for most killers to win now is to camp. Since wins are measured by kills and escape's and survivors get deep wound in so many scenarios. Not many other ways for most killers to secure victory. Gotta slug and camp.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295955#Comment_3295955

    It was nerfed in July to deactivate on death + the regression speed got cut in half so it’s not really worth it anymore.

    Wow, i guess i took longer than I though break. This perk really sucks now.

  • Welp, I guessed I missed that update note. Thanks for the info.

  • Literally, chill, in a snowman :)

  • @PlaysByShady said:

    The recent controversy over Patrick's comments embarrasses me; it just highlights the mob-mentality of the DBD community and I absolutely empathise over why the devs refuse to comment on matters... because too many people screech in response about things they don't understand. And right now it's MMR, like everyone has suddenly become experts in how it works and are therefore qualified to comment on it.

    Sadly, this is not the case, and let me explain why.

    Warning: this will be slightly complicated, because that's just the nature of how these things are. But I'll do my best to simplify.

    Short background: I've been a software dev for 20+ years, been involved in some mmr systems in the past (did some collab with the original MS Trueskill researchers back in the day), and generally deal with s/w that support large amounts of concurrent users.

    So... let's start at the basics.

    The system is known by multiple names, the two common ones being SBMM and MMR. I'm going to use 'MMR' because the term 'Skill' in SBMM is a loaded term that can be misinterpreted. It doesn't mean skill in the way you would mean in natural use.

    The purpose of the MMR is to provide Match-Making... hence the MM in the name. More importantly, it's to provide MM between parties who are considered "equal", so that matches will be "balanced". You'll notice those terms are in quotes, because they don't necessarily mean what you think they mean. They need to be defined.

    Before we do that, let's also point out some assumptions the system makes:

    1) Both sides are attempting to achieve their overall objectives, i.e. killers are trying to kill, and survivors are trying to survive.

    2) There is 1 killer and 4 survivors (to begin with)

    3) A desirable match (i.e. what the MM should aim to produce) is one where all players have equal chance of achieving their (diametrically opposed) objectives... either the killer kills, or the survivors survive (on a 1v1 basis, i.e. per survivor... the killer either kills the survivor, or the survivor survives).

    Now... you can argue with those assumptions if you like, but that'd be a separate discussion altogether

    So, how is does the MMR system match people together?

    IT REDUCES YOU TO A NUMBER!

    That's literally it. To the MMR system, you are just a number! All your skilled plays, jukes, strategies, etc are distilled down to a single number which represents your "skill" or "level"!

    That's the first thing to understand and get over. The system knows-not, and cares-not, about how you played, the incredible saves you pulled off, how you sacrificed yourself to save your team, how you did or didn't tunnel/camp, etc. It just cares about what your "level" is so that it can find suitable players to match you with for the next game. Anything else is just noise.

    For those that want to argue whether it should be this way, I would invite you to please design a system... heck, even an Excel spreadsheet with basic formulas, that'd take all the data you want to count and be able to not only interpret it, but also provide some objective mechanism to determine how it should affect your level or how it affects who you're matched with (in an absolute mathematical sense, not some vague description of wants!)

    What is the number you'd give to a person who had a 5-gen chase and chased, such that no-one else would get that number from escaping via other means? It can't be done! When you reduce things down to a number, it loses all of this nuance!

    Software isn't magic! Computers are not people. They don't understand nuance, or intention. Everything that happens to affect any calculations has to be written/coded to accommodate that!

    There's a lot more to be said on this, but for the sake of brevity and sanity, I'll leave it there for now.

    So, now you're just a number. Here's another important point to understand. YOUR NUMBER DOESN'T MATTER!

    Think about it. If your number was 10, 100, or 1000, what difference does it make? You might be tempted to answer "well, 100 is obviously more than 10", but lets say your peers where in the range of 9-11, or 90-110, etc, it still puts you in the same spot, i.e. smack-bang in the middle.

    So I'll say it again... YOUR NUMBER DOESN'T MATTER!

    What does matter is where your number stands in relation to everyone else's.

    If yours is 10, but the player-base only ranges from 5-15, then you're firmly in the middle. But if the player-base averages around 100, then your number (or level) is severely below average. Your number doesn't matter... where your number fits in relation to everyone else is what matters!

    The MMR system produces matches by trying to fill a lobby with players who have similar numbers, i.e. they're within a specified range of each other. That range could be determined by a number of factors, and we also know it increases the longer you're in the queue (so you'll match with more players whose level are further away from yours).

    Now, here's what too many people fail to understand. In order to do any match-making... any system has to have some way to rank or equate players so that it can determine what is a good match vs a bad match. How else are you going to compare players with each other without some common comparable criteria between the two? Think about it! You need some objectively measurable indicator that you can ascribe to both survivor and killer in order to compare them with each other to match-make! Otherwise you're literally comparing apples and oranges.

    So now you're in a match, and the match plays out. You either survive or die, or as a killer you get kills or not. At the end of the match, THE ONLY THING THAT MATTERS IS HOW MUCH YOUR LEVEL MOVES! Remember, the MMR system doesn't care about your amazing plays, because there's no objective number it can ascribe to it. It just needs to know whether your level should be adjusted, and if so, by how much.

    Remember, you and your plays are just being reduced down to a number!

    Here's where there's a lot of room for confusion, misinterpretation, and a range of opinions. There are many ways to skin a cat... and there are many ways to determine what that adjustment should be.

    Maybe it should take hooks into account, or how many chases won/lost? All great ideas. And I'm sure BHVR have tried these out - we've had a number of MMR tests in the past year or so. I strongly suspect that, at the end of the day, the results they produced weren't as good as what would have been desired.

    Or, more likely, they discovered something else... but before I mention it, let me point out another mechanism of the system... THEY'RE DESIGNED TO WORK OVER A RANGE OF MATCHES!

    There is literally NO ranking system anywhere in the world that will accurately place any player after a match or two. That's impossible. There's simply not enough data points to determine where you fit in the ranking overall, unless you play enough matches to provide as much.

    And the second point... YOUR LEVEL FLUCTUATES!

    No-one is the same "skill" all the time. You're either a newb, and your skill increases. Or you've been away for a while and have adapted to the new mechanics etc, and your skill decreases. See, by the time you've played enough matches for the system to know where you rank in comparison to others, bear in mind that their rankings have changed too! Perfection is a moving target, and a good working system is one that can accurate match-make based on the data it has at that time.

    You will never have any system that accurately places players exactly where their rank is for all time... the system just tries to get as close to an ideal as possible given the current data!

    At the end of the day, if the system produces a match with an even 50/50 result, then it's done it's job. The 4 survivors had 50/50 change of surviving or dying... 50% survived, 50% died, that's an even match! Hence BHVR mentioned back in the day that they consider 2-kills+2-escapes an even match.

    Note: as a gamer, I recognise how stupid this seems, because we know that once two survivors go down, the other two have a harder job to survive... unless the deaths are occurring in end game which probably means the killer had a stressful game. I get it. It seems completely counter-intuitive. But the maths checks out... 4 survivors, each with 50/50 chance to win/lose will mean that 2 "win" and 2 "lose". It's mathematically balanced so should be a "good" game, as far as one can predict.

    So, back to mechanics of how to reduce the game to an adjustment for your level... it appears BHVR have noticed that a persons average kill/escape ratio appears to correlate with other more complicated mechanics... so rather than fiddle around with the complicated mechanics, they can just take the shortcut and go with the clearer/easier kill/escape mechanic.

    And herein is the misunderstood point... Patrick said that it's an indicator of skill, and when you consider that the MMR self-calibrates over a series of matches, it appears to prove an accurate one.

    So let's clarify some things bearing this in mind:

    A face-camping Bubba is more skillful: No, that's not what he said, nor is what he's suggesting. Firstly, ignore the term "skill", because it's confusing... the devs and players are using the same term to mean two different things. What he's saying is that if the killer is consistently getting kills - howsoever they're getting them - then they should go against "better" survivors who'll be able to resist their strategies and provide a more even match. They're not saying "wow, great plays"... they're saying "fine, we'll match you against better players, now let's see how you do!" The "skill" is in Bubba being able to catch the survivor in the first instance (and then however the rest of how the match plays out... maybe he loses 5-gens 'cos of the camp, maybe altruism gets the team killed). Either way, the Bubba will be adjusted to go against teams better suited (in theory).

    Losing a 5-gen chase is low skill: Again, no! If you lost a 5-gen chase and died (which could be for a number of reasons, maybe your team just left you to be one-hooked, etc) then one of two things happened: (i) it was a completely fluke chase against a bad killer which you won't be able to repeat, and you're fine as you are... or (ii) you are that skilled that you can do it again, and over a series of matches your level will increase because you will do it again!

    Again, straw-manning the point and expecting the system to produce an accurate result on a match-by-match basis is stupid. It's not going to do that. It's not designed to do that. It cannot do that, because the data fluctuates anyway!

    Perfect example is Patrick's hockey example... he mentioned that for hockey players you could rank them by how many shots they take on goal... but if they're winning games (i.e. scoring more than others), then you can already presume they're taking more shots because how else are they getting the goals? You don't need to do the complicated calculations when there's a much simpler indicator that correlates closely enough. For any sport, if you look at their league tables, you can infer the teams (consistently) at the top have the best players... because how else did they get there? You don't need to know the ins and outs of each player, etc.

    But of course, the DBD community are just like "waaah... hockey is not dbd, waah!" completely missing the point of what he's saying!

    There is also the factor of diminishing returns to consider... the more "fine-tuned" the system is, the more effort it takes to maintain that system, and the less useful (i.e. different) data is produced. Whilst it is technically possible to build the system around hooks, or chases, etc... it requires so much more investment in time/development, the results aren't worth it because they don't produce anything that is fundamentally different from just looking at kills/escapes. So why adopt the harder method?

    So... back to the adjustment at the end of the game. Adjusting your level by kills/escapes is very simple, and a reasonable indicator of where you need to be. If you're killing everyone, you need to be moved up to match against players you struggle to kill. If you're escaping every match, you need to move up to face killers that can better catch you and do something about it. And vice-versa.

    Stop thinking about the MMR system as an ego-boost, the way some strimmers say they are "max-mmr"... there's no such thing. If the system matches you with players that'll give you a "balanced" match (as per how it was mathematically defined), then the system works as intended.

    One other minor interesting point to note: Patrick mentioned the adjustment to a survivor's rank is also based on the order in which they died, because they recognise that a 4v1 death is different to a 3v1 death, etc, so you "lose" less if you died later (in order) rather than earlier.

    The system, as a whole, is supposed to self-calibrate. It requires you to play a number of matches, and so long as you play consistently (for the most part), it'll do it's job in matching you with players that'll give you a 50/50 chance of achieving your objective. But bear in mind other player's levels are moving too, so it'll never be perfect. And there are always ways to "cheat" the system by artificially lowering your rank over a series of games (how is the system supposed to know though?)

    Again, I've glossed over a lot, and simplified things a lot, to make it easier to understand... not to make it easier for people to provide strawman rebuttals. As a community, I wish we'd try to understand things properly before passing judgement/comment... and not just wildly complaining for the sake of complaining because we don't know what we're talking about.

    Sounds like you should be a dev with these guys. Maybe they are hiring?

  • I would imagine the reason that kills and escapes are the only thing that matter is due to BHVR and Patrick are unable to come up with a way to calibrate players skill. They went with the most simple solution. Kill rates being 2 per game is probably because most queues have a couple of decent survivors and the other 2 are people who just installed.

    Other people on this thread have said that Dowsey crossed a line. If I am not mistaken, the meme's Dowsey posted and his video explicitly quoted Patrick. If you are on a public Q&A and someone "quotes" you why would you lose anything. These guys are clowns, the game is literal ######### and they advertised the Ring months ahead of time due to other games that are popping up in this space. It's no coincidence.

  • @GentlemanFridge said:

    I think they gave the Entity consuming nodes a new sound effect, as well as add some kind of reverb? Probably not the right term.

    so its not some setting i changed. It makes my stomach upset when i purchase something.

  • @Tsulan said:

    Insidious, NOED, Corrupt and No way out.

    Be a confident bubba, let them know you are camping.

  • Killer main here. Before Boons I played around 50 hours a week and played survivor maybe 30 minutes a week. After . This past i have played around 6 hours and half of that as a survivor. In my situation I have definitely lost interest in playing killer. There isn't any type of reward but future nerfs. I am understanding BT is going to be in the base survivor kit at some point.

  • I can't believe I didn't think about this. I also think if as survivors are healed end match all totems should automatically boon and the EGC be halted and all pallets replaced.

  • Anything that could be seen as inhibiting the fun of a survivor is toxic and needs to be destroyed immediately.

  • @DemonDaddy said:

    Until devs announce qol changes for killers this might be the year to just step away. Let those that proclaim the role is overly easy take the reigns and carry the game.

    already uninstalled.... sadly. I like your idea though. Let others take up the mantle

  • I'm a killer main before someone says lazy survivor blah blah. I think this is one of the things that needs to stay. A dying state survivor and a hooked survivor still have their wits about them and can see the killer. That is the realistic reason and the game reason would be so the killer just can't lazily camp the hook. Find some cover.

    What should be fixed though is a survivor looking directly at ghostface in the middle of a freshly mowed field in the middle of the day and no uncloak him. I have been ghostface and thought to myself, they have been staring me down for 20 minutes and im still cloaked.

  • Just keep in mind this is what they are thinking about for 2022. This isn't going to be fixed anytime soon. As a killer I either 4K with 3+ gens left 90+% of the time or i get a 3 to 4 man red rank 1 swf and struggle for the 2K in a really salty, sweaty match where I am told to go die and my kids hate me and since im old and will die soon ( they looked at my steam profile ) they will piss on my grave.

    A question that keeps popping up in my mind is why the hell do i play this game? The matches are either a complete land slide or I am told to die. This is as killer, when I play survivor I have the experience you have. It's really painful.

  • @Cmoon3147 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723727#Comment_2723727

    I guess that’s true, I just can’t fathom how it’s any fun to just stand there. I know being a killer at this time is tough (tried playing some matches as killer and I wanted to rip my hair out” but is securing 1 or 2 kills the only way people can enjoy this game?

    I have over 2500 hours played on Steam and around 1K on Console before that. Killer main and have never camped a survivor until the boon's came out. Today I literally uninstalled the game because camping is pretty much the only way to do anything with a 3+ SWF if they are equally ranked survivors. If you get a random queue than you are playing against 1 decent survivor and 3 people who just downloaded the game and it's terribly easy. You're either camping for 1 maybe 2K or 4K'ing with 3+ gens left. Neither one is fun for either side IMO.

    The game has unfortunately reached that tipping point to where it's way more aggravating than satisfying. I feel the people calling the shots are so consumed with getting new players by churning out new killers every 3 months by partnering with an established horror movie/game they are forgetting you need a stable player base. If someone new comes in that just purchased the game and go against a Red Rank 1 killer its not going to be very fun and they will more than likely uninstall.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722146#Comment_2722146

    so lets make even more unplayable for the average player who will probably never face hackers

    Probably never face a hacker? Have you played recently?

  • @RainehDaze said:

    Tunnelling is the easier option than spreading it out. Especially when everyone decides to look the same.

    This would benefit Killers so you can put it in your hat this will NEVER happen.

  • @SweetTerror said:

    I think the best thing to happen is for the game to automatically end once the EGC timer runs out. The fact that hackers can keep killers hostage in the game like that is ridiculous.

    agreed. Just had to stand and endure coming a match and all gens were 99%'d and survivors were hooking and unhooking themselves and getting flashlighted through walls. The after game chat was awful too because the cheaters were BM'ing. It's not fun to stand there and wait for this to end. This game is really becoming a freaking joke, like really, it's laughable

  • Was about to make a new thread about cheating and saw this. The amount of cheaters is staggering and nothing ( that I know of ) is being done about it. I dont see anything from BHVR on what they are going to do about it. Ignore it and let it go away? This is about the overt cheating too, there are many.. i mean a lot of people who use subtle cheating. Move at 105% speed, do the door in 10 seconds instead of 20 that kind of stuff. It's getting really pathetic and BHVR's lack of "insert word" is becoming intolerable.

  • @EntitySpawn said:

    Because 3 gens can get done in 80 seconds (1.20) then all 3 on the fourth can be done in about 35seconds so in total 4 gens can get done in 1min 55seconds if you dont add travel time.

    You went 80+80+80 when that's not how it works, 3×80 can be done all at once

    yep, I wasn't thinking in that way for some reason. Thanks for the explanation. It was a small map too so very doalbe.

  • @TheycallmeLix said:

    Seriously, can’t count many times I wanted to kill myself on hook because we lost the game anyway and people unhooking me because they want their BP for unhooking.. STOP doing that and let us just go the next game!

    Hang in there and just remember it's the really tough times, like this, that shape and mold us. You're truly inspirational.

  • I did this with Infectious fright... was really fun

  • @Sakurra said:

    If a downed survivor won't let you heal him leave and don't fk waste the pallet, the thing that can actually save him! Just think! Maybe you are not using power struggle, but some do!

    LOL, I know that feeling. You have recovered and have flip flop up and you're under a pallet. Someone comes over and starts running the killer around the pallet they get hit and drop the pallet. now they are injured and you are going to a hook..

  • @wewantbetterfun said:

    you get baby survivors that want to loop the killer for 5 gens without getting hit, she doesn't allow that, so they hate her because they can't bully the killer.

    Thanks for confirming. It's literally every match. Played around 20 today and I feel bad hooking everyone after a DC but it's the survivors fault for leaving their team.

  • @deKlaw_04 said:

    I know I already posted a thread and Ill try to not post a lot but wow. I wasn't even playing killer I was playing solo survivor and we got a three man escape in a match against scratch mirror Myers at Lery's. The Nancy called me a "dumb Jill" (I was playing with Claire by the way) sending voice messages for not going to get Claudette even though he was on death hook in the injured state and I had to body block for him and an injured jane. I was on death hook too as I won a could of chases, Myers beat me in some and was basically getting chased all game. Point is I have never seen someone be pissed even though he escaped. I asked if the Claudette was his friend but got no answer (they were on two different platforms so idk) and I was respectful towards him too.

    I'm a killer main and I normally get the most hate when all the survivors leave. Either I was too sweaty ( they all get out ) or I am too stupid and old and need to kill myself. Doesn't matter what you do, the game is soooo toxic, better to just turn off chat tbh. It really helps.

  • Probably a bad code merge getting ready for the update tomorrow.

  • @wewantbetterfun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2642032#Comment_2642032

    because if you get ot use DS it'S either early game from tunneling or mid game, when the gens are done the game is over and so any play style from the killer is allowed at this point to secure kills or they will lose, DS is literally the biggest F U to killers when it's their only way to secure a kill, the exits are open, you are the only one I can get in 1 hit, hitting anyone else means they run at the exit and so does the unhooked, I can't get anyone else or they all get out, DS is literally the "immunity" at the end game, before surviovrs could still work and heal, it got removed gladly, but it remains a jailfree card at the end game, which ######### sucks.

    I would say by that mindset flashlights, BT, Flipflop, Unbreakable, Sabotage would be in the same category. It seems you are basically saying if you down someone at the end they should go to the hook without a chance of getting off your shoulder within the 16 seconds afforded by the game once you pick them up.

    I suggest picking your poison. Run gen slowdown, healing slowdown etc to bog the mid-game down or bring in Now way out, bloodwarden and NOED or rancor to fight the end game. There are other solutions to your problem I feel other than nerfing a viable perk.

  • @wewantbetterfun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2642020#Comment_2642020

    Because noed and bloodwarden are end game perks while DS is a mid game perk, difference

    What makes it a mid-game perk? I understand you stating NOED and Bloodwarden are activated at the end game but where does it state DS is only used mid-game? I don't see the difference you are referring to.

  • If the game is over when 5 gens are completed then why should you get to hit anyone and hook them? Not being a smart butt, I'm a killer main. By what you are saying the game is over when that 5th gen is done. If you can use perks such as NOED or Blood Warden etc, then why cant DS be used?

  • One time a killer came after me when I was unhooked. They didn't let me heal or anything! I was like, c'mon bruh.

  • @themoobs1984 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628847#Comment_2628847

    You're gonna regret uninstalling when you're saltless and wanting to play. Gonna take a few hours to reinstall.

    I would normally agree. This is entirely different. The fundamentals of the game are broken and it's become very unfun. The toxicity, the bugs and now these game-breaking totems and they are making more. I can see survivors loving this and playing the game but I am not sure how most killers are going to stick around unless they camp and tunnel and that isn't fun to me.

  • @Sole_Survivor said:

    Here are some ideas I came up with💅

    I especially love the last one 👁️👄👁️

    Boon: Inner darkness - Whenever a pallet is dropped on the killer's head in the totem radius, it murders them instantly

    Boon: Blackout - The killer can't use their ability in the totem radius

     

    Boon: Swampy area- The killer's movement speed is reduced by 5% in the totem radius

    Boon: Trap - The killer is hindered in a unique way after breaking a boon

    Trapper: all traps are permanently snapped 

    Wraith: survivors can flashburn you by looking at you 

    Hillbilly: the chainsaw overheats 100% faster 

    Nurse: removes one blink 

    Huntress: hatchets now deal 1/2 damage 

    Shape: Terror radius is 64 meters 

    Hag: unables the teleport ability 

    Doctor : shock no longer prevents actions 

    Lf: chainsaw has 1 stack

    Freddy: survivors can't fall asleep

    Pig: The first jigsaw box 100% has a key

    Clown: all bottles speed up survivors

    Legion: 4,4 again 

    Plague: cleansing does not corrupt the fountain 

    Oni: survivors don't bleed while injured 

    Demo: is gone completely 

    Ghostface: exposed duration is reduced to 5 seconds 

    Deathslinger: reduces the chain length and speed by half 

    Phead: crossing a trench instantly heals survivors and removes all debuffs 

    Blight: 1 stack of blighted dash 

    Twins: victor can't leave further than 12 meters 

    Trickster: reverts the buffs 

    Nemesis: zombies attack nemesis, stunning him like pallets 

    Cenobite: chaining survivors causes cenobite to get chained as well

    Artist: crows attack artist,blocking her pov and giving a permanent dark screen 

    It still wouldn't be enough

‹ 1 2 3 4