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jaymiechan

jaymiechan

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jaymiechan
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  • voted Alien isolation because lore has the Entity's realm being outside time and space, and we really need more sci-fi killers. Skull Merchant doesn't count. Hell, could do Event Horizon and that'd be killer.

  • Honestly, the fact that RPD East and RPD West share like 70% of the rooms makes it even worse, because your reactions can get confused due to expecting an opening to be there when it isn't. What they SHOULD do is do RPD Lower (first floor, the basement and parking lot) and RPD Upper (2nd, 3rd floors) with only the Main Hall shared. I mean, hell, they proved with East/West they can add new openings and paths to make it more balanced, and the original RPD in RE2R had the shutters and such that could easily shut off areas for this map change. It'd also make it so, you know, ONLY THE MAIN HALL WOULD BE SHARED, preventing confusion.

  • Honestly, just to point out, there's a Jurassic Park problem regarding basing it all on kill rates: remember in the novel, where Wu pushed and pointed towards a bell curve, but Malcolm pointed out that, due to populace releases, there should be instead a bump-style progression, with multiple bells? We have the same problem just with "skill level" regarding the playerbase. New/low skill level? would have 0K, and in a good long-term game, is where most of the playerbase growth is gonna be, until they put in the time to raise in skill. This means that many learning killers will skew 0-1K. Mid-skill level will be where the balance will be, at best, but High Skill, with the lowest total playerbase, will be broken to hell and back, to counterbalance the low kill rate of, again, the bad-playing LEARNING playerbase with the far higher populace.

    In short, you'd have yet another 3-bump graph, instead of the assumed bell curve, based on kill rates....and being balanced around kill rates sucks because it's based on a growing playerbase who starts out newbs, which unfairly balances against the mid and high skill levels, artificially deflating "kill rates" if bell-curved like BHVR seems to want it to be.

    There's an inherent bias on BHVR's side regarding this, and they need to change the metrics by which they decide what is "balanced" or not.

  • @0Mercenary said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125293#Comment_3125293

    I hate to say it, but if you're failing to win ANY match, meanwhile the people around you are doing just fine winning about 50% of them or more... Is that on the game or the player?

    nice attempt to move the goalposts, there.

  • @0Mercenary said:

    You gotta remember man, you aren't the sole survivor. There are 4 other people. Your build doesn't matter if you can't use your game sense or work with others. Peak MMR does get incredibly sweaty, so don't expect to win every match.

    the difference here is, the poster is experiencing exasperation and the inability to win ANY match, at all, rather than EVERY match. There's a world of difference there.

  • Just to say, Steam Charts has the average playerbase being the lowest its been in about 2 years. Everything, even 3 weeks on, is saying their "major shake up" patch was for the worse, not for the better.

  • yeah, after the Mettle of Man change, i'm literally waiting for the next MAJOR PATCH to change stuff back or better. i mean, remember, we also SupaAlf's current 327 4k win streak going on as Nurse. Game needs more survivor players than killer players to even WORK.

  • my vote's not a choice: play less of the game until the situation improves via another patch.

  • @Eve13 said:

    The first few days in Solo Q were really disturbing. But since the weekend things are improving, people are learning and I think we should just give it a little time until everyone gets used to the new circumstances. 

    the new circumstances right now include a more than 20% drop of the playerbase according to Steam Charts, longer killer queue times, increased DCs and hook suicides. Sounds untenable.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099609#Comment_3099609

    Yeah, because there's way more people that play exclusively survivor than killer. So the volume of complaints are going to be much higher due to the changes negatively effecting folks that relied on extremely powerful perks like dead hard and iron will.

    Except, you know, the fact this is a 4v1 asymmetrical multiplayer game means you NEED to have more survivor players than killer players, just to populate the games. And the reason killer queues are taking so long is there is a massively reduced survivor count due to the changes....

  • be honest, tried playing with the changes, and last games against Legions and Nurses killed it for me. i find myself turning back more and more to Monster Hunter Rise, which i massively dislike compared to World, which tells you where this patch sits in my personal opinion and hierarchy. And not even counting those matches, had matches against stuff like Oni and Spirit and trapper who focused on camping, which led to full team kills because the patch buffed camping so much.

    And before someone tries to turn it into "wah wah Dead Hard" again, i personally almost never used the skill; there was a VERY short time when i started using David due to WGLF that i used it, but soon abandoned it. basically a week or so in 4 months of playing, in the first month or so.

    Patch made it hard-to-impossible for solo queue, made it a lot harder for newer players RE: survivors and perks, snuck in a mandatory bloodpoint tax for forced prestiging, buffed camping, and basekit 5sec BT didn't do much if anything for tunneling. Got so much more 4-5 gen blowouts, revealing a severe lack of balance in the game.

  • to be fair, we already have Sadako being intersex....

  • as a newer player, the grind looks even worse, and not fun to play. They made the grind WORSE for new/er players and survivor players, it only really helps people who play multiple killers.

  • being honest: as a newer player, a lot of these changes are making me want to play less and less, and this is after playing near religiously over the past 3.5 months since i got the game. Camping got buffed, Tunneling really didn't get affected too much, endurance stacking just doesn't work well except as a looper tank build (and as soon as the second endurance proc happens you KNOW the killer will drop chase and find anyone gen-jockeying instead). Solo-queue as a survivor is gonna be hellish. Paying 50K BP without a choice, at least for the first few prestiges, feels like the grind is worse rather than 'shorter'.

  • the exhaustion add-on would've been enough to counter evasion/exhaustion strats. it didn't need both changes.

  • @bm33 said:

    Masquerade masks

    I like that we don't have to play a specific character to get all 12 masks and I like that there is a counter to show how many we have received although it would be nice if there was maybe a counter in the event tome in case you miss the pop up.

    I really don't like that on the survivor side that if you die before doors or hatch opens you will miss out on the reward. It's already hard enough to find the podiums in a match, I see plenty of teammates spending time just searching for a podium. Then as survivor you need to survive until the doors/hatch open which if a killer camps/tunnels you out or you played your best but die just before someone can open the doors or as last gen pops you miss out - and it feels pretty bad too. Meanwhile a killer can go afk staring at a wall and they still get their reward or can deny survivors from getting their reward by killing them before doors open which doesn't feel fair at all. This encourages the vicious cycle of who can finish the game the fastest which really isn't fun. Killer queues are already long during events because they tend to get more BP per match and this just pushes more into playing that side at one time making the already long wait even longer. You were doing great with the winter and Lunar New Year events rewarding everyone no matter the outcome.

    Gens/hooks

    I love that all gens/hooks are event hooks. This prevents either side from preventing the other from the event points either by camping the event gen or sabotaging the event hooks.

    My only complaint is that only the survivors on the gen when it finishes receive the event points. During the new year event if you were chased off a gen just before it finished or had been stuck in a multi gen chase you still got the event BP. Please bring this back because making so only the survivors on the gens when they finish get the event BP not only doesn't feel great when you've been chased off an almost finished gen but it also has survivors staying on gens instead of help rescue teammates on hooks because they don't want someone to finish the gen and lose out on the extra event BP.

    Event Tome

    I like that events now have tomes with extra BP and rift fragments. It's a nice addition to the event. I also like that there are multiple routes to get the cosmetics so you aren't stuck with a challenge that may be too difficult for you to complete within the limited amount of time of the event.

    It would be nice if we could work on the community challenges at the same time as our individual challenges instead of one or the other.

    

    Overall I do think the anniversary event is better than last year but compared to the winter and Lunar New Year events it doesnt feel as rewarding, it actually feels like you took a step back instead of forward. The Lunar New Year event I think is your best event.

    Just to say: when we get the promised changes, in a situation like this, we WOULD be able to have both Community and Personal challenges. Since you could have two "active" challenges at a time, one killer and one survivor, just put the community one in the slot you aren't doing a personal one. If doing a personal survivor, stick the community in the killer slot. At least, i HOPE that's how it'll work.

  • i've had a match where Corrupt Intervention literally blocked 3 corner gens (NE, NW, SW) because the killer started in the exact middle of the map. Eyrie of Crows, so yeah, it's possible to have all the far corner gens be blocked because of those circumstances.

  • i think the problem is they combined the skybox-darken effect with a dark shrouding overlay. the Overlay makes things so much worse, especially with how narrow it is; were it a bit lighter and not as tight, it'd be much better.

  • @GoshJosh said:

    I’m not sure how you’re looking to change them, but they serve as an indicator to survivors that the generator in that house is not fully repaired. So they’ll probably never fully remove them anyway. Just wanted to mention that they have a purpose, since you didn’t bring it up.

    You completely ignored the reason for the request: that of physical issues being caused by flickering lights. You know, things like headaches and epilepsy? There ARE ways to solve this. Severely dimmed lights. red 'emergency' lights. steady, slow, repetitive flashing of an emergency light. Anything other than faster flickering.

  • So, has this been fixed yet, or is it just more proof they only killswitch and priority-fix for things that affect killers?

  • Adding an update to make it clear i know what's happening; speaker feedback like what is used for the Trickster's radius uses low-frequency waves, among which includes infrasonics, also known as infrasound. and Infrasound is often used in horror movies and haunted houses because of the physiological effect it can have on the human body, hence why it is also called the "fear frequency". Low-frequency sounds penetrate solid matter better, and cause things like liquid vibration and tissue shrinkage. Especially for people with more sensitive hearing like myself. This would explain the frontal headaches (eyeball tissue, aqueous humor, cerebrospinal fluid, frontal lobe and eyes being directly exposed to my speakers) and nausea.

    Infrasonic sound can have very unusual non-auditory effects on the body. But does it kill?

    https://asa.scitation.org/doi/abs/10.1121/1.389513

    So, would something called a "fear frequency" be used in a horror game? does a bear crap in the woods?

  • i actually posted something in Feedback today RE: Trickster, his "speaker feedback" awareness radius, and low level frontal lobe headaches and low level nausea due to the constant low droning and buzzing.

  • this was posted on Reddit, too.

    10govsu3vty81[1].png


  • From my experience today, on PC, WIN10, the bug seems to proc any time someone tries to escape the hook before the second stage is hit.

  • just experienced this bug myself.

  • Nah, this entry leaves it open for ANY reports on it.

  • They aren't killswitching it because this is supposed to be the grand return of Haddonfield. Nevermind that it has issues with the totem as well as a potential hole a killer can't go through.