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@fake said:
Yes, we already know there is a hook counter. We also know that it doesn't help.
I would like the killer to be able to see the individual hook counts for each survivor, just like the survivors got in 4.5.0.
I'm remember the developer answering about this, I mean from Q&A 2021/2/5.
Q.Why is the hook counter on the killer less informative than the hook counter on the survivor?
A.We were concerned that it would facilitate the tunneling of the killer. Also, the killer's task is to remember the survivor's hook count.
I am still not satisfied with this answer.
First, I think it is a big mistake to say that hook counters promote tunneling. Just because you can see hook counters for each individual, killers who tunnel will tunnel and killers who do not tunnel will not tunnel. Regardless of who is hooked and how many times they are hooked, they need to find that survivor and make the chase in order to tunnel. It is the killer who plays to tunnel, hook counter or no hook counter, that does it.
I tunnel or don't tunnel depending on my mood; while doing the 8-hook-0-kill challenge, I'm thinking in my head, "0-0-1-0.... .0-1-1-0.... .0-1-2-0... .0-1-2-1..." Isn't it silly?
And it's funny that memorizing the number of hooks in Survivor is a killer challenge. When you play Survivor, you don't have the memory, so you need to be told how many hooks your allies have, and the Killer needs to do it because it's his assignment. Why is it that when you play survivor your memory disappears and when you play killer you need memory?
I think this was sophistry on the part of the developer. The presence or absence of a hook counter does not affect tunneling. A tunneling killer will tunnel with or without a hook counter.
Then in 4.5.0, at the same time that the survivor hook counter was implemented to help survivors with no memory, the now nonsensical killer hook counter was implemented. It seems as if the development was a tacked-on damage control to giving hook counters only to survivors.
discussions are ouroboros.
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There has never been a bug-free version of DbD.
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I am pleased to inform you that you are not alone in thinking so.
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I can sympathize with your frustration if they are invariably equipped with a bond.
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Page in the bug report category.
I am browsing from the mobile version.
It used to show many discussions on one screen, but now that it has been redesigned, it can only show about 3 on one screen. Even though there are 30 bug reports on one page.
I feel that the vertical width that a single report occupies is too large. It is now wasting more space than before.
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Killers are similarly affected.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294219#Comment_3294219
Had they not DC'd, it could have been 4 escapes.
I've had teammates DC on the first down of the game, only for the 3 of us who remained to complete around 4.5 gens before we started getting sacrificed. That 4th survivor could have easily turned that into a 3/4 escape game.
You simply can't factor games with a DC. The moment they DC they skew the outcome of the game entirely. Even if they're on death hook, their DC saves the killer 30s or so which could turn the game around.
Okay, I admit that my language was bad. And I will change my mind.
The DC happens to distort all the events that would have correctly incorporated the kill rate into the statistical numbers. Regardless of whether those games had high or low kill rates.
I have considered only with respect to self-serving DC in solo queues. In that case, the player who does the selfish DC... Selfish. That is not an accident. If that game is 0k or 4k, the statistics are skewed because it is no longer included in the statistics.
And on the other hand suicide increases the kill rate to be included in the stats. There are many sentiments I would like to say, but I think they are selfish and it is becoming a problem before it is balanced.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3290277#Comment_3290277
The Devs do not include games with dcs in the stats.
Yes.
If a DC occurs, it means that the game is not included in the statistics. I understand that.
Survivors who DC selfishly often do so because they cannot accept their own death, i.e., losing, right?
If they had not DC'd, it would have been calculated as a statistical kill rate and the kill rate would have increased. But they exclude games from their stats that would have increased their kill rate in order to DC.
Not to mention that if those games had been included in the statistics without DC, the kill rate would be calculated more accurately.
Therefore, I considered that "DC reduces the statistics".
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Bannable?Why?
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It should be added that the forced end of the Guard's discovery phase is not triggered by the unhooking, but by the moment it is tapped for the unhooking.
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As a previous suggestion, I think a casual mode should be added in addition to the current ranked match mode (there is no rank, but it says so in the game).
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Breakable Wall came to DbD with the saloon.
I think the addition of the Breakable Wall in Killer Shack is a "We made the Breakable Wall!" I think it was a padding to appeal to the public.
In fact, I felt there was no need to add anything else about this breakable wall. Most of the time, I think it is an unattractive addition that just adds more tasks to the killer.
However, with the addition of this killer shack breakable wall, I am convinced. 'Oh, there's a visual update to the map coming up. So if that adds this breakable wall to all the killer shacks on all the maps, that's not bad."
As you know, it was not added. Except for a few in Badam and Gideon, all that is there are "walls that are forced to be destroyed". Exciting.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292061#Comment_3292061
Yes.
If I'm going to kneecap myself by playing Solo Q I should be entitled to financial compensation.
I agree with this opinion if things continue as they are now... Permanent BP buff to solo queue.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291266#Comment_3291266
I can address a couple of your points right now.
Recent Discussions is still customisable, I'm checking which options that I can switch on/off to make it more user friendly (accounting for mobile users here as well).
The "home" button is temporary, it's to help fix an issue with the mobile version where there's no way to switch between sub forums - this is something that we've raised with the hosting company.
The same with the recent discussions pulling from both sub communities - this is something that will be fixed so that on DbD you will see only DbD related threads, and on MyM you will see only MyM threads.
Colour schemes can still change, there's some changes that we can make to make things more visible etc and we will be doing these over the coming days...we're still a wip on here right now. Those changes should help with dark mode as well.
Recent Discussions is still customisable, I'm checking which options that I can switch on/off to make it more user friendly (accounting for mobile users here as well).
I am relieved to hear that. Hopefully we'll be able to customize it soon, since I don't plan on playing MyM.
It's been less than a week since the forum was redesigned, so I'm sure there will be lots of feedback. Just like PTB feedback right after releasing new content. I know it is hard to read through all of them, but thank you for responding to my comments.
As a user, I hope the usability improves.
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Postscript:
I am accessing from a smart phone and the bottom of the latest discussion page is terrible.
I can go to the next page but cannot go back to the previous page.
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Maybe I'm just not used to it yet, but so far I'm frustrated with many things that were possible in the old forum that are no longer possible.
Latest Discussions
Unlike in the past, the "Latest Discussions" section, which is the most frequently used section, does not show the number of latest comments. To view it, you must access it from each category's subpage.
Also, "Latest Discussions" shows the Meet your maker forum as well as DbD. I am not interested in that and find it intrusive.
Tabs in the upper left corner
The tabs in the upper left corner are very difficult to use.
They are Home, Latest Discussions, Categories, Information Center, and a selection of forum subcommunities (DbD, MYM, BHVR).
Selecting Home and BHVR takes you to the same page. That is, the page where you select whether you want a DbD or MyM forum.
Clicking on a category will take you to the DbD Forum home page.
The Information Center displays patch notes, rules, game information, etc.
Frankly, it doesn't seem to be organized yet.
Clicking on a category should give you access to a pull-down to categories such as lore, off-topic, etc.
Dark Mode
As someone already mentioned, the design is not suitable for dark mode.
Some areas are darker black than dark mode. The ribbon button on the favorite discussion falls into that category.
I'm sure there are many more, but these are the points I have noticed over the past day. I'm sure I'll add more, but I can't count on my voice being heard since the feedback section of the forum has been removed.
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It's hard because I'm not used to it yet....
It would be nice to be able to see how many new comments have been received before opening a discussion, like before the renewal.
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@SlowLoris said:
https://forum.deadbydaylight.com/en/discussion/comment/3290285#Comment_3290285
I would sure hope so. If a team of 4 all cleanse one totem? That's unlimited 8 second heals. That's game breaking.
If it is identified as a game breaking bug, it will be kill switched.
If not, it will be... You get the idea.
I have seen inconsistent BHVR behavior against the new map, so I don't expect to see it.
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I am a fickle killer, so I do what I want to do when I want to do it.
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nerf Zanshin tactics
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Now then, would they recognize this as a "game breaking bug"
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DC decreases the statistical number and selfish suicide increases the statistical number.
If there are no more people committing DC and selfish suicide, we will see accurate numbers, but even then, it is an unknown, as the impact of archival challenges, etc. is not entirely absent.
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Ruin was nerfed due to survivor frustration. I didn't think so even during the red skill check. It could have been disabled just by breaking the bones.
And now Eruption is in vogue as an alternative. I do not like to play against it. I can understand the frustration this time.
I think it should be tweaked. But do you want a big big nerf?
I am worried about which PERK nerf call will happen next after nerfing it. No, everyone knows it will happen.
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Because developers seriously believe that players really want them.
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My suggestion is Scratched Mirror myers.
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If I could understand English I could answer your question, sorry.
It seems impossible because it looks like maybe there is no corresponding section.
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By definition, orbs should be a special ability, so I don't think this is the right state of affairs. It is certainly not unreasonable to think that the Spirit code was appropriated.
Twins, since the reference is to Charlotte's position, not Victor's.
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If there is a problem with the line, it is acceptable because it is an accidental DC.
A DC for a problem that makes it impossible to progress in the game is acceptable.
A DC is acceptable when the game is held hostage, especially in situations where no other players are expected.
All other selfish DCs are unacceptable (based on my reading of the rules).
Are you aware of the fact that a player who insists that his own selfish DC should be tolerated must also tolerate the selfish DC of all other players?
Perhaps they will never realize it. Because they are the only ones in their world.
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Who can blame you?
If there is someone to blame you, you probably will never understand the feelings of a killer in the future.
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I will talk about the Husk system under development as often as I can.
DEVELOPER UPDATE | JUNE/JULY 2019
@Peanits said:
https://us.v-cdn.net/6030815/uploads/128/LZA4TNB7FCXS.png
We are back with our third Developer Update, a blogpost which focuses on some of the most frequently discussed issues and the steps we are taking to resolve them, upcoming features, and general improvements coming to the game. As we have done previously, we’ll be revisiting our topics from the previous Developer Update and share our progress before jumping into new topics.
UPDATE ON PREVIOUS TOPICS
The Nightmare Rework
We have revealed new details about Freddy through the Third Anniversary livestream as well as a follow up stream this past Thursday. If you missed either of these streams, you can find the archived versions linked below.
Our team has been hard at work tweaking and polishing Freddy since our last Developer Update, and we are almost ready to share a playable version with you. The Nightmare rework will be available for testing in the Player Test Build on Tuesday, July 9th along with the other changes in the mid-chapter update, including the Springwood map rework.
Third Anniversary Livestream: https://youtu.be/JyWcUp8RcSE?t=1840
Freddy Rework Livestream: https://www.twitch.tv/videos/448233426
Matchmaking
Since the launch of the new matchmaking algorithm, we have seen far fewer reports of excessively long queues times. While we are happy with the results so far, we are continuing to investigate the remaining edge cases. The matchmaking system remains a priority for us and we will keep iterating on it until we are satisfied with the results.
Following the 3.0.0 update, many people experienced longer than normal Killer queue times. In short, the longer queue times were caused by an abnormally large number of players playing as Killer, resulting in not enough Survivors to fill their lobbies. While queue times are expected to be longer when a new chapter launches, it seems to be exacerbated when a Killer is not accompanied by a Survivor. Additionally, the Bloodhunt and subsequent Anniversary Celebration appears to have caused more people to switch sides to maximize their bloodpoint earning. We will keep these factors in mind as we move forward, but we will also be making changes to the Survivor bloodpoint scoring to help alleviate this issue in the future. More details surrounding the scoring changes can be found below.
In a future update, Survive With Friends groups will begin being matched based on the average rank of the group. This will give us better control over matchmaking and provide a more consistent experience regardless of who created the group.
Hitboxes and Hit Registration
When a Killer attacks, the game checks a cone shaped area in front of them to determine if they hit or missed a Survivor. If a Survivor is inside this area while the Killer swings their weapon, the game will register the attack as a hit.
All Killers share the same attack cone in order to maintain consistency; this ensures that your regular attacks feel the same no matter which Killer you play. From the Survivor’s perspective, this could cause some attacks to appear like they should not have hit even though the conditions were met. A Killer with a smaller weapon (such as the Hag) would have the same reach as a Killer with a large weapon (such as the Trapper). In the 3.0.0 update, we reviewed the attack animations for all Killers and modified them to match the attack cone.
This is our first step towards resolving hit registration issues; basic attacks should now more accurately reflect the size of the cone. Following this change, we will be targeting desynchronization issues. As mentioned previously, migrating to dedicated servers will give up better tools to handle desynchronization, reducing the edge cases where the Killer and Survivor feel too far apart for the hit to connect.
New Topics
Disconnection handling
With the current peer to peer system, all players are connected directly to one another. This can make it difficult to determine why someone lost connection. There are various issues that could happen between the host (the Killer) and a Survivor, causing the Survivor to lose connection. Determining who is at fault can prove very challenging on a peer to peer system since the issue could be the result of either player’s connection.
Following the migration to dedicated servers, we will be better able to detect who is at fault and handle the situation accordingly. Since all players are connected to a server rather than directly to one another, if one player experiences a connection issue, we can be sure that the connection issue lies between them and the server.
This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.
Following dedicated servers, we will shift our focus to a new system to punish disconnects. This new system will feature a growing “lock-out” timer for each time a player disconnects from a match, preventing them from re-queuing until their timer expires. Survive With Friends groups including a player who is currently locked-out will be unable to queue until the lock-out timers for all Survivors in the lobby have expired. The length of the timer gradually decreases so long as the player does not disconnect from additional matches.
While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.
Bloodpoint Scoring Changes
One of the most consistently discussed topics throughout the years has been bloodpoint scoring and progression. Over the coming updates, we will be introducing a variety of changes to bloodpoint scoring.
We will be reviewing scoring for the Survivor side in order to bridge the gap between Survivor and Killer bloodpoint earnings. New scoring events will be added for wiggling while being carried by the Killer and for healing other Survivors with a medkit, creating new opportunities to earn bloodpoints. Survivors will also be rewarded with survival points based on how long they survive in the match. Various existing scoring events will also be revisited and tweaked to provide a more rewarding experience, including an increase to the amount of points awarded for cleansing totems. These changes will offer players more freedom to play whichever side they like without impacting their bloodpoint earnings. We will be monitoring the impact they have and continue to make changes if necessary.
This concludes the third edition of our Developer Update. We have a lot of big changes on the way and are working hard to get them in your hands as soon as possible. Hopefully we were able to address some of your top concerns, and we look forward to reading your feedback. As always, we’ll do our best to keep you posted. Until next time…
The Dead by Daylight team
This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.
While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.
As someone said, replacing it with a bot is more useful just by existing than a self centered useless player.
Players who are less than bots should not play online games and deserve a bigger penalty.
BP boosting for those left behind is not a bad idea, but those still incapable of learning about online game etiquette and morals will always continue to intentionally self-serving DC.
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The action of closing the portal is also forced to be interrupted when a demogorgon appears in the middle of closing the portal.
If they remain consistent, this seems to be a problematic specification.
Well, it is understandable that frustration would ensue if faced with it.
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In other words.... . since a 100% win rate is also a 99% win rate...
... I respect you! And I want to learn from you!
Since the previous Sensei was gone before I could learn
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What I find appalling is the serious talk about "it's not a big deal" and "yet the kill rate is 61%, so it's justified". Those are shifting the argument.
The issue is the shadow nerf. The developers just shadow nerfed it, without a patch note, without a good explanation. Is this sincere? You all know very well that this is not the first time this has happened.
The developer can say that it has been a glitchy situation. (I have said that in the past.) I would certainly criticize them for that with disbelief and doubt, but it is better than a shadow nerf.
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@ElodieSimp said:
This guy says Knight is S-Tier, maybe a skill issue.
No disrespect intended, but what this video showed was not that knights are strong, but that even knights can win against less skilled survivors. I watched all the games and to me the Survivor did not look good.
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@danielmaster87 said:
You're complaining, rightly so, that survivors complain about your playing him in a viable way. But then you make the same criticism of him as they make. If it was as simple as, "Just set the guard down and the survivor can't loop," don't you think he'd be S tier? He even has multiple add-ons dedicated to giving him benefits from survivors successfully escaping the guards (why would you want that over the guard getting a hit?). I would at least focus on complaining about his weakness, what he can't do, not about what he can do.
Yes... That is the problem with .knight.
If the guards always hit, it is OP. But now that it almost always doesn't hit, it is too weak.
HOLD W to counteract all the advantages of his ability. I feel like the only place his ability actually works is in the 4 corners of the map.
But even then, you can't expect the guards to hit, so you end up having to attack with the KNIGHT himself after limiting his actions with the guards. At this point, four of the five rare add-ons are now useless.
I know he is difficult to adjust, but I really don't understand what the developers designed him to be. However, the add-on designer has merely done his job as before.
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I would like to see DbD where slowdowns are no longer necessary.
That is, of course, if there is enough time without slowdown. Survivor has always been of the opinion that holding down the repair button is boring, so it's actually hard to do.
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I have really thought about this in trying to get to 2k2e (50%). and tunneling and camping issues.
Did the entity enjoy the foggy forest ritual as much as the show? Now they say they are starving for results, but they used to say they were grumpy.
What if it pleases the entity to finish with 2k2e and receive a better reward than if you aim for 4kill?
Or receive a challenge from the entity at the start of the game for the number of executions to aim for, although if 0kill is the challenge, it might be terrible for the player who always aims for 4kill.
Well, it wouldn't solve the BM problem at all...
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@Tamo said:
https://forum.deadbydaylight.com/en/discussion/comment/3286413#Comment_3286413
If only Behaviour put as much time into some bug fixes as you did into your extensive research here XD
I am not BHVR so I can play and debug DbD purchased from BHVR. Oh, and you can also search #DbDbug on Twitter for more issues than forum bug reports. That's helpful because the quantity is by far greater, if not as accurate as forum bug reports in terms of occurrences, etc.
I hope BHVR finds the bug you found and fixes it😙♥️
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Why can't the world just be more erotic and peaceful ...
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Unlike Survivor, I still ...... I will say that there is a great deal of anxiety and adrenaline in playing killer.
But that is the killer. I keep going because I find enjoyment in the catharsis of a good result, while suffering the frustration of being suppressed forever.
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I did my search for the history of the origin of the term facecamping to begin with.
Long ago in DbD, the survivor could only do the unhooking from the front of the hooked survivor. Therefore, the killer could stand in front of the hooked survivor to prevent the unhooking decision from occurring due to body blocking.
And in the current version of DbD, the face-camping problem has already been solved because the survivor can now unhook from the side of the hooked survivor.
Now "face camping" has changed its meaning to a term for a killer who just won't leave the vicinity of a hooked survivor.
Now, I can't say this out loud because I'm sure there will always be a killer who will abuse the term by revealing a definite location, but there are certainly hook locations where OLD face camping is now possible. In other words, there is a hook generation where even the unhooking decision from the side disappears when the killer stands in front of the hook.
NEW face camps are not a problem (although certainly ridiculous in 5gen).
But this bug should be addressed.
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Not for Me or Not for You.
It may not be beautiful in the way it is done, but it is a legitimate business commercial practice.
If you want to buy it, buy it. If you don't want to buy, don't buy.
If you don't want it now, wait a year. If you can't wait, buy.
I don't want to buy skins as fast as possible. I didn't even buy the toilet paper Halloween Dwight yet.
It's a business point of view... . "It's only for this time period of the year!" I am just saying. (Although it would be more helpful to state that it will be re-released at the same time next year... It would probably sell better if you didn't.)
Well, I hope that the game will improve with the money paid by those who bought it. Maybe I don't even have the right to expect the game to get better since I didn't buy it, lol.
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In other words, what is the intent of this discussion?
Is it good manners to call some nice person who is politely explaining the OP's questions and complaints an "extremist killer"?
I did not understand or sympathize at all. Does a survivor have the right to safely do BM T-bagging (aka Victory lap) at the gate and make fun of the killer?
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3285472#Comment_3285472
Solo needs less info than most people think, mostly who is in chase, who goes for unhook is already greatly closing the gap.
Some communication stickers, with status showing what's teammates are doing (Gen, Chase, Gate, Hext) is already enough, and its no way buff SWF.
Yes, I think you are right. Solo requires information.
But well, DbD was not designed for voice chat. It's like all 4 people will have an Obsession marker that will indicate that they are currently in a chase. There are some perks that are rendered meaningless by this (perks that can be countered largely by being SWF at this point, of course), so I'm hoping for a rework of those as well.
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Just leave Husk... I keep waiting for that system to be announced.
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Any other option than "yes" is inconceivable to me.
The information advantage gap between voice chat SWF and solo. This is an undeniable fact.
And developers will never put any measures in SWF.
In other words, to eliminate this gap, we will make solo as good as SWF in terms of information advantage.
Then we can buff the killer enough to compete with SWF (and solos that gain information and are comparable to SWF).
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@Eelanos said:
https://forum.deadbydaylight.com/en/discussion/comment/3283886#Comment_3283886
This is a weird take.
Imagine in a game people complain because one side has an atomic bomb that the other side has to counter with only 4 sticks. The side with the atomic bomb always manages to either wipe the other team or at the very least kill one of the 4 in the enemy team each time they press the "Atomic bomb" button.
When the side with the atomic bomb inevitably wins, the other side will obviously will complain. Yet your take is "lmao don't fall for it, you're giving a terrible impression of yourself."
The counterplay to the atomic bomb is several degrees more difficult to pull off than pressing the button to release the bomb. The people trying to counter it aren't making themselves look ridiculous when only the most skilled players get to actually counter it.
Your take only works if the tactic is easy to counter, like getting poked with a needle and dying when your team all have guns. That's when the other side is looking ridiculous for complaining.
If survivors complain for dying to a trapper's trap, I'd understand your take, but things like getting slugged, tunneled out or face camped require ridiculous amounts of coordination and team play from one side, and just the choice to do it from the other. I don't think the recieving end looks that bad when they could easily be average survivors vs a low tier killer and still be unable to coordinate against it.
I know this is off topic but... The use of the atomic bomb as an analogy is a bit sad. (I'm Japanese, so I chuckle)
Now, since one killer and four survivors are asymmetrical, it is a bit difficult to compare them with a button and a piece of stick from an atomic bomb. In that case the kill rate is 100%.
Camping and tunneling is not like pushing a button on an atomic bomb...
It's hard for me to come up with an analogy, but if it's advantageous to focus on one survivor, then it should be. Even if you can secure one kill as a result of doing so, you may still have three people escape.
I agree that the problem is the gap between solo and SWF. When solos are able to work together, the threat of camping and tunneling is lessened. Unless the survivor who is made to do so commits suicide or DC.
Also, tunneling is about going for the snowball after securing a numerical advantage by going for a sure kill of one person, whereas camping is not viable without three people hoping to waste time crouching and unhooking without repairing the generator.
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Hi, I have seen your discussion and would like to present the parts of your argument that I agree with you about.
The part I agree with:.
You can see the effect of all the add-ons the killer has in the character description of the killer you have not purchased. Being able to learn about that knowledge in the in-game text is helpful for survivor mains.
I've had players who don't know the effects of add-ons tell me they've reported you for exploits, so instead of suggesting they look at the wiki, I will be able to suggest they look at DbD's killer page.
Disagreement:.
I have no problem with the existence of this add-on. When Knight himself is a weak killer and most other addons are garbage, it is not a problem that there are only two iri addons that have the potential to be unique and in some cases powerful. Or do you want to trash this one too?
Freddy already had an add-on that seals the gate.
And the "new players" need to learn. I think the problem is that new players are matched not with new players but with players who use the iri add-on effectively.
You can complain without learning, but if you listen to all the complaints of those who don't learn ... It would be very bad.
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Since I don't understand English, I understood that this post was sarcastic, but I didn't understand for what reason and process it could be sarcastic... Which is the main argument?
plz unbreakable base kit + AFK killer screenshot + I have RTX4090
Hmmm... I don't get it.



