Huntar
Huntar
About
- Username
- Huntar
- Joined
- Visits
- 171
- Last Active
Comments
-
@[Deleted User] said:
I've never seen people complain about people playing with their friends in a multiplayer game more than in this one.
Mostly because other games balance gameplay so that people playing with friends don't see a significant advantage purely because they're playing together. Either that, or they split the queues. Instead, the DbD devs decided to just throw up their hands and complain that it's too hard to balance, so they won't even try.
-
@ThanksForDaily said:
Fact: Thanks to SWF's you're still playing this game.
Fact: I haven't played the game outside PTBs in nearly a year due to SWFs.
-
Man, this is some low-effort bait. Take this stuff to the Steam forums, man. At least then you'd be able to farm a jester or two.
-
I mean, yeah, obviously. They were tired of people complaining about their rank matchmaking not working, so they hide the matchmaking metrics now. Like, that was pretty much their stated reason for doing it, rather than actually fixing the matchmaking.
-
@brokedownpalace said:
How close can he get? Like could you feasibly open the exit gate without triggering the trap? If so that's BS
Sounds like it's the same distance out as being able to place Victor. So no, you have to use all your snares to protect a single switch.
-
Anything at all to make the game worth playing for killers again. Not going to hold my breath, though.
-
9, and have been for a few months. Used to play daily, but the game balance just kept getting worse. Eventually, I just uninstalled and have only been checking in on the PTBs to see how the new killers feel. Like the old quote goes, "If it feels bad, play something else. I heard Civ V is pretty good," and I've been taking it to heart. Only checked the forum since I saw the ad for the new chapter on Steam, and saw they seem to have learned nothing since the last time I checked.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2778297#Comment_2778297
Doesn't that get boring?
Why would it? People don't get bored of playing SWF, and that's a free escape too.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2769867#Comment_2769867
Boil Over has been buffed from 25%/50%/75% to 50%/75%/100% wiggling effect, with the added bonus of granting an instant 25% wiggle progress when the killer falls from a "great height"
With no cooldown on that progress jump, so you can get hit with it three times just falling off a hill. Or. Y'know. Just walking on an even slope, like survivors triggering Balanced Landing for nothing. Hope there's a hook five inches from every survivor from now on.
-
SBMM being tested the first time did it. As soon as that test hit, I knew it would be awful to play this game in the future, and started weening myself off. Glad I did, since I gave this game another shot when the most recent PTB was announced. Literally everything about the game has gotten worse for killers. Boons means you can't do anything but tunnel, survivor-sided hit validation means you'll hit someone and just see them heal after they pull a pallet three seconds later, and all the new killers are clearly just made to throw survivors a cookie and not intended to actually be competitive. And then the most recent QA? "We can't say anything," "We don't know anything about that," "That can't be done." Why even have a QA if you're just going to waste everyone's time? Shows how the devs really feel about the player base.
It's a shame this game has gotten so bad. It used to be fun.
-
@Nubgutter said:
https://forum.deadbydaylight.com/en/discussion/comment/2468802#Comment_2468802
Having his chains break in milliseconds because of the environment is anything but a good design of "counter play" If you're going to keep his chains breaking from the environment then you must increase the time it takes to do so, That way they don't break in milliseconds and basically have a killer whos power can't even anti loop.
Seriously. Bare minimum, it should hold them still for a second or two while they're caught on the environment. There's absolutely no reason to use the chains if they're just going to continue to disappear the second they touch anything. And with them nerfing his ability to scout using his portal, they might as well have just not given him a power.
-
Just stop playing until the DC penalty is turned back on. Survivors will continue to abuse exploits as long as they're not punished for doing so.
-
Christ, please don't touch Myers. I know for a fact that if they rework him, they'll remove all the interesting traits of his add-ons in favor of "stalk 2% faster, but each survivor can give 50% less stalk", and "move 2% faster while stalking, but stalking goes 25% slower".
-
@Broosmeister said:
https://forum.deadbydaylight.com/en/discussion/comment/1996802#Comment_1996802
I'm talking about BT, not that the terror radius stops. When you keep the insidious effect active while he's revving his chainsaw, the survivor on the hook & his rescuer have literally 0% chance of escaping. That's bad game design
If a survivor is getting facecamped, especially against a Bubba, just go do gens. This isn't difficult. Sometimes not everyone can escape every match. That is how the game is designed.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1785435#Comment_1785435
I mean... right know i´m waiting in a queue, again... in the hope to finally face the new killer. 3 matches so far, with a longer queue than the matches, but still no new killer.
I'd give it a week, at least. Twins are an absolute mess right now. I doubt even the people that bought them will bother playing them until the hotfix is out.
-
Number of games doesn't matter. Time since last DC is what matters. If you're getting heated enough that you're repeatedly DCing, go find a game you enjoy playing. Sorry that you're expected to play this game when you play this game.
-
@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1705762#Comment_1705762
exaggerating or not 4 minutes is so long still unable to do anything. that's 240 seconds, a gen is just 80 and is boring already
Then equip adrenaline. If the killer is camping you while downed, every other person can finish three gens each. Then you'll pop back up and can run. EZPZ
If the killer isn't camping you, then there's no problem. Equip Unbreakable, and there you go. Free escape.
-
It's your connection. Fix your internet, and you'll fix this issue. That's all there is to it. You can complain as much as you want about it, but the devs can't do anything about people with bad internet.
-
Even better, just make it so when you use a token, it's just queued for the end of the current one, instead of forcing you to waste a bit of a token to avoid stopping prematurely.
-
Alternatively, and even better, just make it so that using another token queues it up to be used that the end of the current countdown. I don't really see why this wouldn't be done, since learning the timing isn't really a test of skill. Or if you want to keep it the way it is, just give a little bit of a window at the end where you can throw in another one. Slow him down to walking speed during this window so it's not just a pure benefit if you want to reward people for preemptively spending a token.
-
@Peanits said:
Just to make one thing clear, we already have zero tolerance for extreme insults (e.g. racism, homophobic slurs, telling people to kill themselves, etc.). These people do not get warnings, they are banned without any hesitation. We have always acted on these sorts of reports. The issue is more so that there is no feedback on the reporter's side when action is taken: You don't get a message in-game letting you know that someone you've reported was banned.
Odds are if you've reported someone for that sort of thing, they were most likely banned shortly after.
Is there any chance a notification could be set up that would give feedback on successful reports? I've seen a lot of sites implement updates to users only when a report is found to have merit, and the community became a lot more active in reporting negative behavior, believed more in the efficiency of moderation, and had a more clear understanding of what was considered over-the-line. Every site I've seen this happen on, it's seemed to be nothing but a positive thing.
-
I'll be honestly, I've always really enjoyed the deafness effect. I kinda wish it was more common than... What, a hag add-on, a clown add-on, and Knockout?
-
@mylesmylo said:
Wait are survivors going to know which killer they are playing? That's really bad if so, because I'm going to be dodging a spirit, huntress and gunslinger everytime lol
There's a tool that survivors can use that tells them which killer they're going up against. Also shows the killer's profile, so survivors can try to figure out what kinda build they'll be going for.
-
@SpaceCoconut said:
The easiest solution would be to average the MMR scores of the group and then match them to other players with a similar mmr.
100 & 10 swf duo would get matched up with 55 mmr solos & killer.
You'd want to weight it so that it matches higher than the average, since the more perceptive survivors can make up for the lack of awareness of the less attentive ones by just telling them things. Have the scaling get greater the more survivors are in a SWF group. Say, 60/40 for 2, 75/25 for 3, and 90/10 for 4, just because the additional communication also makes things easier.
-
You'll need to either learn when to give up on another survivor, or how to disrupt a killer's focus. If they're camping, just work gens. If they're actually still patrolling, then distract them and trust someone else to go for the save. If you can't do that, then the killer is winning.
-
@Calisto_667 said:
https://forum.deadbydaylight.com/en/discussion/comment/1357355#Comment_1357355
In a respecful way of course. But because there are so many children here who don't know how to disagree without being petty and disrespectful then I have to respond of course. My initial post was not toxic or anything. People here just can't state their own opinion without being disrespectful.
I thought you said you were done responding? You can't even stick to your word longer than a few hours?
-
Oh man, that's kinda wild. Yeah, there's absolutely no reason to give survivors fewer points for something that is straight-up trading one hook for something less valuable. Don't punish survs for something they have no control over.
-
@immortalls96 said:
Try pretending to throw it, when he fires easily side step the extremely slow attack..then throw it..works like a charm..your welcome
Or just, like, run? If there's only one decent tile in the area, you put yourself in a deadzone, and that's really your fault. He's designed to disrupt the meta. Right now, the meta is loops and DS/BT/DH. Learn how to play another way besides only relying on them, and you'll win against him easily.
-
@Funguu said:
https://forum.deadbydaylight.com/en/discussion/comment/1357557#Comment_1357557
Look I think they just need to rework/nerf him just like they did with Legion, since legion's rework I haven't had a problem with him since
Devs, where is the LOL button?
-
@Rydog said:
If the crash handler comes up, the game should 100% not give you a leaver penalty.
Except, as the devs have said over and over, it is absolutely trivial to force this to happen.
And you already get a free DC each day, in the form of only a five-minute time-out. This is exactly why the devs have the penalties scale up so slowly, so you won't be excessively punished for occasional technical issues.
-
@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1356365#Comment_1356365
it is, a game meant for FUN.
You're supposed to have fun by playing the game, not just when winning.
As for the topic, just run for a gate if you're worried about whether other survivors will leave.
-
@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1344591#Comment_1344591
You're right and I agree they deserve all of that, but can they actually do that? Is there another game that already has a similar system?
Censoring basically stops people saying it altogether, but hey, there's no reason both our ideas couldn't be in place. It could punish them how you mentioned but also censor it to others.
A good number of team-based games will instantly mute you when you say something that's on the banned word list without telling you, so that nobody else sees anything else you say the rest of the match. Then, once the match is over, they'll ban you. I can't see why this game can't be more aggressive about it, since the only text chat is pre- and post-match.
-
@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1344224#Comment_1344224
Well... this definitely says it all. Censoring it would solve it honestly.
You could say people can get past it, but we could also solve this by having a "report word" button that will also censor whatever they did - eventually no one could say anything offensive or hurtful.
More than a censor is needed. Remove them from the lobby immediately, return all the BPs gained but take away equipped items and offerings, and then immediately ban them for a week. These aren't words you say "accidentally". You have an intention, and it's to hurt someone. There's no reason for this not to just be a machine ban as soon as it happens.
-
With the new item system, making them so they're not destroyed when used up, it would be interesting if there was a flashlight type that could be recharged when it's entirely depleted. Give it an extremely short battery life, and make it so when it's fully drained, the survivor can take a few seconds to recharge it by, say, shaking it or cranking it. Make it so they're locked in an animation for a while, have the item make some noise, and have them mash a button to recharge it fully before it can be used at all. If it's not fully recharged, have it passively bleed off charges after a few seconds so survivors can't pocket a charge like they can a lot of other stuff.
It certainly wouldn't be meta, but at least it would be a choice. I know some people would like to have the option to have an item that can be used the whole match, even if it's not especially good. Kinda like how people still choose to use Self Care.
-
@Fibijean said:
May I ask - and no malice intended, I'm genuinely curious - if we assume that the winrate thing is true, and that you are almost as likely to kill SWF players as solo players, what about that isn't fun for you? I understand that certain parts of the match prior to that might not be enjoyable, but isn't it still fun (some would say more so) if you manage to kill them all regardless? Or is a 4K only fun if everything that led up to it was fun as well?
The part that isn't fun is the knowledge that you have no impact on how the match goes. If SWF wants to leave, they can leave. If they want to stay and just annoy the killer, they can stay and annoy them. The killer might as well just be an NPC there just for the SWF to push around. 4K isn't fun. It's the interplay of mechanics and seeing your plans have an effect that is fun.
-
If a console requires a subscription for online play, the company that makes the console will need to make that decision about a specific game not needing it. Contact Microsoft with this.
-
You seem confused about quite a few things. Flashlight has always caused a drop on the first blind, and Hillbilly still downs survivors instantly with his chainsaw unless you're using an add-on to stop that.
-
@Skatla said:
https://forum.deadbydaylight.com/en/discussion/comment/1217714#Comment_1217714
But the problems from doctor doesn't come on him approaching you. He have an AoE (with quite low cd) that reveals the position from survivors, besides putting them into madness, and in chasing, besides bloodlust, he can straight up spams his skills, difficulting the run. But i guess it's just a matter of time to learn how to deal with it. :)
If Doc is spamming his power, he will literally never catch up with the survivor he's chasing. Find a safe loop in this case, and run it cautiously. Don't overextend to get to windows or pallets, and value long walls over them.
Overall, he's a solidly mid-tier killer. He has nothing that actually helps in a chase, since he'll slow down just as much as he gains by shocking unless the survivor plays poorly. That's up to the survivor to learn how to play better.
-
3 is a sure thing. The only way that survivors get sacced when I've killed the other three is if they were a jerk, I had a challenge, or they dragged things out past where they were a foregone conclusion. If you're funny about it, I'll even give up on the first two. Nothing amuses me more than seeing a surv just stop dead in the middle of a field when I see them, and then crouch towards me.
If you've run a safe loop a few times, run to another loop just so we don't have to keep doing the exact same thing until Bloodlust kicks in. I'll intentionally stop chasing a survivor if I realize they haven't had a chance to not be chased, so please extend the same courtesy to killers.
Please don't chain stun or blind the killer. I know it makes for a good Twitch clip, but there's little that's more disheartening than just not being allowed to play the game until the survivors want to allow it.
-
@Thatsmartguy said:
https://forum.deadbydaylight.com/en/discussion/comment/1216860#Comment_1216860
What swf do u play against or with its usually borrow, DS, deadhard/sprint burst, adrenaline. Let me find swf with with those perks
They're saying SWF don't run those perks, because they get them for free. That's the point.
-
If a killer camps or tunnels, they're giving the match to survivors. Take the free escape and leave, and deal with the occasion that you are camped and your team isn't good enough to get you off.
-
Feel free to not play if you feel the DC penalties are too much. They won't be going away any time soon.
-
Stop DCing, and you'll stop being banned. The penalties move back one step per 24 hours without a single DC. If you can't manage that, please find another game to play.
-
@HellDescent said:
I never used that addon. I was always curious to try it with maple knight just to see what it's like but keep forgetting.
That's another thing; Maple knight doesn't actually show where it'll hit. The shock border from the knight is hovering about six feet off the ground when you equip them both together.
-
You can not. All sounds share the same volume setting. This is intentional.
-
@Danu said:
Omg yes actually I love this so much, can we all start playing as plague or doctor please
New Game Mode: Pandemic Response
12 survivors are put into a match with two killers, the Plague and the Doctor. Half of the survivors are labeled as plaguebringers, and the other half are community leaders. Plague, by default, has the add-ons that increase infection time on items, and Doctor has the static charge that zaps other survivors that get near. Community leaders near the Doctor get a static charge passively, and plaguebearers near the Plague get an infectious aura passively. These effects stay with the survivor until they affect one other survivor. Getting shocked cures survivors of the infection, including shocks from the static discharge. Instead of working on gens, the survivors share a Healthcare Capacity meter that fills as long as survivors are infected, and regresses if four or fewer survivors are infected.
The point of this mode is to keep the capacity from maxing out for more than 10 seconds at a time over a four-minute timeframe. Plague and the plaguebearers win if the capacity stays maxed out, Doctor and the community leaders win if the time limit expires.
-
Anything that blocks a generator stops any progress in either direction on it. Seems the devs feel this is how this effect should work from all sources in the future.
-
Don't forget that Microsoft bans people from chat functionality for doing stuff like this. Report him.
-
@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1158579#Comment_1158579
And that's why those are called exploits - because it's not an intended feature. Tech is something advanced you'd do based of game's intended mechanics. Like this for example
Comboing in the original Street Fighter was a bug. Sometimes bugs become mechanics. But yeah, the things you listed hopefully won't fall into that category.
-
According to the dev's latest stats, across all platforms, it's Nurse.