ErgoPr0xy
ErgoPr0xy
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- Username
- ErgoPr0xy
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Trapper here, something i do for fun when i get slogged by SWF for too long.
Hex 3rd seal, knock out, Franklins Demize, NOED. Addon's green bag, Setting tools.
No hooks just sluggs. I loop Bleed it out by Linkin Park. So many survivor D/c's
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@asergioam said:
They said they are not removing ranks. What they said was that in the future they are planing to remove ranking from the Tally screen but you will keep having a rank and a goal to fight for every month.
They wrote:
"Ranks will remain visible only to you for bragging rights and a goal to work towards, but will be a reflection of your dedication to the game rather than skill for the time being. "
It doesn't mean they might not even improve ranking system in the future and maybe even throw some prizes in it. It just means you will no longer see other peoples ranks. I honestly think they should keep ranks since it will be independent from matchmaking but I understand their concerns in terms of people trying to erroniously judge their matchmaking system based on an independent system (Ranking).
It’s not just that. People like info they like to know things. I like knowing when the match ends the enemy teams numbers bc it helps me understand why I did good or bad. Taking away info blinds us into understanding how the devs are manipulating Mach making. Can’t complain if they don’t know. Sure you have a rank. Doesn’t mean a thing if you can’t compare it. This game has horrible match making it’s really fun to be a killer that is green or yellow vs 3 reds and a purple. Imagine if you had a bad night of game after game like this and you never understood why your games were so tough. It’s a shady thing to remove info when it’s some times critical to coping with negative experiences
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@Yurtch said:
https://us.v-cdn.net/6030815/uploads/502/ZOQ6KR4CX529.jpg
Hey,
i just wanted to mention the extrem unfair matchmaking, that happend to me in the past month.
I personally think, that it's unfair, that a rank 13 Killer (Me) with only 4 average perks gets in a lobby, in which 4 Survivors (Survive with Friends) with rank 8 or 7 are waiting. They all had, besides the last one, extreme good perks, items, add-ons anf offerings. I got completely gen-rushed. I literally just step into the game, found the first survivor, hooked him and 3!!! of the 5 gens were done at this moment. I permanently got chased around 1 pallet with no way to break pallets, because i got instantly blended and mindgamed.
Its just an Extreme unfair Matchmaking at the moment. Please fix this.
Cheers,
Yurtch 😠
It’s bc red tank killers are leaving the game. The A.I have to widen the net for lobbies to get filled.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1032286#Comment_1032286
Got any proof it took "months to recover?" The way I remember it this was only a big deal on the reddit echo chamber.
Look up Steam charts dead by daylight from December 2017 to April 2017 it went from 17k and increasing down to 8.5k.
An ongoing analysis of Steam's player numbers, seeing what's been played the most.Edit: I am one of the older killer mains still left in DBD been playing since 2016. I was here when things went down. For example I remember the petitions from killers and the groups organized and what they did. At one point killers would just in mass stop playing. Queue times were crazy long. then others would stick around till the last second and dodge a lobby. How fun would that be to go back to that? If you did get a match it was either a survivor who was playing killer or a killer who just hook camped or afk'd in the corner of a map. Then there were the killers who d ranked to 15 or higher and just slugged all the new players to the point that the match would end once you bled out. No hooking, These are the things i remember right off the top of my head. And if you want to check out some of these things look up old youtube vids and steam forum chats.
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@ZoneDymo said:
ok this is mighty silly, you seem to have a victim complex, maybe forget about dbd and start playing something else.
Matt Said this at one point. The backlash was so bad BHVR had to write out an apology. Took the game months to recover its player base. Please see gif for reference. Look up That Q&A if you can find it. Then go look for the apology on the steam forum.
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@bilaueta said:
Just a quick note this is completely ironic and I dont want any of these nerfs to happen. Its just that the way the devs are balancing the game to lower skilled survivors then why not nerf all the killers already? So lets go
Base change to all killers: Killers cant kick gens by themselves anymore, as we felt that this could ruin the hard work put by survivors into the objective. Killers can still use perks to break them (making ruin a meta again, you happy killer mains?)
Killers cant stand less than 12 meters close to a hooked suvivor as we wanted to encourage more fair playstiles for killers. Note: This doesnt count verticallity so you cant stand over the basement at any time
Hex totems now make a spund when a survivor is 10 meters from them, similar to the small game notification
Trapper nerf: His traps can be sabotaged by any survivor for the entirety of the trial, we removed darkening add-ons and made the traps brighter so that survivors have a fair chance to avoid them
Wraith nerf: Made his addon that did not surpress his terror radius while cloaked (dont remeber the name) his basekit as his invicibility and stealth power felt unbalanced. Removed all windstorm add-ons
Hillbilly nerf: Made the regulator his base kit to remove his one-shot down, added an ultra rare addon (that we will probably nerf as well) that allows his chainsaw to be a one shot down. Reduced his chainsaw sprint movement speed since it gave easy map pressure without any effort. Added a 10 second cooldown to his chainsaw attack
Myers nerf: Doubled the amount of evil required to reach tier 3 and removed scratched mirror from his add-ons. Made it so its even harder to get his 4 kill achievement
Doctor nerf: Already made
Hag nerf: Hag cant teleport to a trap that is placed in less than 10 meters of her, since this allowed for easy hits during chases
Huntress nerf: Hatchet throw limit added, huntress cant throw hatchets from one side of the map to the other anymore since after traveling 25 meters the hatchet dissapears. Removed iridescent head from her add-ons. When a survivor is locked in a vaulting animation they become immune to hatchets since this felt unfair for survivors who made a mistake during a chase
Nurse nerf: Doubled the cooldown on her blink fatigue
Pig nerf: Only two jigsaw boxes appear on the map since this felt unfair for suvivors who had to check many boxes to find the right one. Reduced her ambush attack movement speed since it was unfair for survivors caught off guard
Freddy nerf: Cant teleport to generators anymore and his fake pallet add-on was removed. Survivors can now wake themselves up without the need of an alarm clock similar to the snap out of it action
Clown nerf: His bottles no longer prevent fast vaults on intoxicated survivors and removed the hindered penalty from them
Legion nerf (final one): Removed them from the game as we are already tired of trying to fix them and Mc.Cote went "######### it!"
Plague nerf: Removed corrupt purge since it punished survivors for healing themselves on fountains. Plague cant turn during her vomit animation anymore to allow suvivors to dodge this more easily
Spirit nerf: Reduced her phasing speed to 105% and made her visible while phasing just like wraith looks when cloaked
Ghostface nerf: Removed tea-bagging ability so that survivors dont feel insulted by the killer making fun of them. Made it so he is more easy to expose and can be exposed while behind cover if pointed at by a survivor
Demogorgon nerf: Increased the cooldown on his portals and the speed at which they are broken. Increased the charge rate of shred attack and decreased the distance of it. Increased the volume of his scream after every attack by 100% (rip headphone users)
Oni nerf: Remove his truning abilty after demon dash or during demon strike to remove any posible flick abuse. Oni can no longer down survivors with his ability when they are vaulting a pallet or window since it was not consistent with the animation, instead it injures them normally
The team here at Behaviour know that this is a very controversial patch, but we are sure that killer players will now need a lot of skill to win a game and survivors will now have more chances and opportunities to learn from each mistake
On a serious note here, BHVR should not balance around new players. It is like a kid learning to ride a bike, eventually they've got to let go of their training wheels and if they fall they should get back up again to try to get better
They don't care. They want new players. New wallets... errr i mean players spend more money. Then get bored and leave. 3-6 month turn over. Rinse repeat. They are going the route of EA or fallout 76 with games as a "paid service" model. They dont care about killers they just want cash. They make cheap fix's that break with every update bc they dont want to invest in the game. Instead they put money into death garden and surprise it died. Or they put money into game features that encourage micro transactions. They will invest in the game so long as its cheap and easy. I'd advise those that want to argue this look at the interactions between the Devs and the community in the past 2 yrs. Specifically looking at some of the Dev comments on game play and "features".
Remember Devs at one point where ok with the following:
infinite loops
Excessive pallet spawn
insta flashlights
Flashlight stun hit box (you used to be able to stun a killer from behind or the side, no counter)
insta gen repair
being able to view killer load out after death
Hatch Stand off
no end game collapse
Original DS
Original BT
Vacuum pallets
The things listed above took 1 YEAR OR LONGER to address. If you want to say o well they fixed it eventually. Yes but only after 2 instances were the community tanked from killers quitting in mass with game lobbies in excess of 1 hr ( during these times the community went from 15k daily players to 8k in less than 3 months). It got so bad it lead to the rise of Not_Queen being hired and being a voice for a marginalized community base.
Shout out to Not_Queen btw if your out there I miss the old you who would make the pointed questions on live stream and spoke up for the "unpopular view(s)" Your awesome!
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Meg.
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Dark times take 3.
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Hi all,
Old killer main here from when the game was about 9 months old. In my time of playing I have seen the following:
- Devs denied the existence of infinite loops ( until youtube videos started croping up).
- Denied that killers needed a mechanic to end chases for like a year ( they had to after streamers were showing the math)
- they implemented game mechanics without proper testing (insta flashlights and DS and original BT combo)
- they nerfed original freddy after only 1 week to the point he was a meme. Never refunded people who bought the DLC due to steams return policy.
- They had 2 times a community wide killer strike that both times lasted over a week forcing survivors to play killer. ( 1hr+ queue times)
- The second one was when Matt told people if they dont like what they are doing they can go play Civ 6. Resulting in the second dark times. (again resulting in queue time close to an hr)
- 5+6 Tanked player base that took months to recover from.
- Things killers would like fixed take YEARS to address. Where as survivors get one sided fixes in as little as a week. aka no solution to SWF Power roll, no addressing 3-5 min games. 2 yrs for a end game collapse ect ect ect. I do not trust the devs at this point. they dont act quickly enough on game issues for both groups and as a result it hurts the game. They focus on low level 80-200hr players but not about the ranks. There are no hard decisions or penalties to survivors. Side note the only reason the flashlights were nerfed was bc Matt was in a live stream and got bullied by a team of survivors for idk how long like 30 min or something.
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@[Deleted User] said:
If this game gets a Battle Pass im leaving
Agreed. They release what 5-7 skins every patch yet this game has no depth. No new in game mechanics for all. No balance so at high ranks we see more than 3 killers. they want this to be an esport but cant balance jack. The pass with the crafting system will mean 1 thing and one thing only, Purple flashlights and BNP as far as the eye can see. No thank you.
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IF they do want to make the game last longer they will need to add more play in game complex mechanics and new game modes to keep players interested who might end up having 10k hrs. If they can do just that the game will last. Just look at WOT (World of Tanks).
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They nerfed Nurses calling thats all this reads to me. Im not interested in this killer. I was really hoping for a killer that would blend in with survivors. I was hoping for a killer that survivors would need to complete objectives to stop before he became to powerful or something. I just dont feel this killer is unique #pig/Spirit/nurse.
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So here is something id like to add to this discussion on both sides:
Survivor side:
There are no new objectives to take my attention away from the now repetitive norm of survivor game play. its to the point I dont even need to survive to Pip so i end up letting myself die to get games faster to get more BP.- A friend of mine told me this over 6 months ago over discord.
- Killer side:
I dont have many interactions on the map. I dont do anything but chase and use my kit to optimize. Often SWF at high rank will rush gens and then escape or points farm hooks and pallet chases.
Both sides have the same issue, Min maxing and no knew interactions in maps or between each other. The devs ignore this.
Personally i often see SWF wreck killers and then just die intentionally so they dont pip to quickly while still making 25k bp. Reverse I see killers (me included) who get to the point of ######### it in frustrations and just want to focus 1 survivor to vent.
survivors get a hud that acts as a SWF group for single players and have an easy time of a basic game do totems do gens and save ppl, maybe get out= profit. Also they can still share info from the death screen. Yet killers have 1 thing chase, break pallet. They have less interactions and thus less tools to play the game. Id like more content for both groups but id like to see killers have something to idk remove a perk if they do objective like turning off a circuit breaker, Maybe that dims the lights for survivors in one area of the map. IDK but im just saying
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Soooooo.... there was a point were Survivors were earning crazy BP and they had like 2 back to back weeks of 2x blood points. The result, months after the fact survivors had insane amounts of BNP and Purple Flashlights. To the point killers had run out of offerings well before survivors. So bad in fact devs acknowledged there mistake an apologized, revamped BP earnings, nerfed flashlights and BNP, and removed 2x weekends to maybe once a year. It is really Really bad. You want "Fun" Be a killer at rank 4 burn out of offerings and see 4 tool boxes and you KNOW there BNP before the match starts. ya 3min games "FUN"
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@Aerys said:
Survivors tend to spawn near the edges of the maps and will often run along them too to avoid being spotted by the Killer and such, so that's most likely why they don't spawn there. But yeah it'd be nice if they spawned a little more hidden, like the ones that spawn inside the lip of the weird wooden walls and are nestled in there a bit, I think there should be a good amount of blocked view for Totems so they can be missed if someone isn't specifically looking carefully.I get that but often there are rocks and structures with little nooks and crannys i think it be harder to spot than 5 feet from a gen
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@DarkGGhost said:
Almost all the add-ons have no down sidesTrapper Start the game with 2 traps
Wraith Attack from invisibility
Huntress Mayby better hitbox
Pig Only take one sec or less to ambush
Nightmare Full reworkSurrs will take a sort deff on speed every time they use pallet or window
This is on part of my ideas and i will like your opinion of you and of devs.
Thank youIts a think start but the bigger issue is time management and pressure to perform. its mostly on the killer. They need to shift this, same goes for in game play, killers need more options to play the game, its part of the reason killers burn out or just resort to playing 1 week out the month.
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how about not letting dead survivors see killer build till after game is over for all 4 survivors?
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@Visionmaker said:
You boot up DBD for a relaxing game of whack-a-survivor. But then you suddenly see four P3 Claudettes load in at the same time, all named "CryHarderBabyKiller.ttv". Your Leave Lobby buttons disappears and you're forced to play.- Who do you main?
- What build do you use to guarantee a 4k against the 4-stack tryhard SWF Squadette?
- Trapper
- Both red Addons, mori Perks: Hex ruin, Nurses calling, Noed, Bs, Franklins Demise.
Ruin slows them down a little (If im lucky)
BS and Franklins for the chase and to remove those high end items
Late game NOED bc trapper -
Well I hope at some point the Devs do somthing. I would high 5 the ######### out of them if they would only allow you to see killer build once match ends. I really think this would bring more diversity to the game and take some hate off of SWF. I dont think SWF should be removed but I do believe only the entity should know all.
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I think franklins on Trapper. It gives you some control over a survivor who loves there flashlight or med kit. It lets you set traps in the area you know they dropped there item in and more often than not they get caught.