kazzymoyashi
kazzymoyashi
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- Username
- kazzymoyashi
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Comments
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@buggybug said:
I support this and if you do not mind op to add to your post I wish they give us the option to pick of we want tonuse opd og chase music on some killers like nurse, tbh I hate nurse reworked chased theme as its so loid, rather og music on her and also the ability to select the old character portraits.
I don't mind at all! Please, by all means, I appreciate you adding to the question/discussion!
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I can also confirm that it's still bugged as of this comment, which is March 17th. It will stop the other person's grunts at times, but it still makes the healing bandage sound. When using with a medkit on myself, it does absolutely nothing to hide grunts or bandage sounds. Friend was streaming and playing on PC, specifically steam, and it wasn't working on her end either.
Info:
System - Xbox Series X/S
Character - Feng Min
Other perks - Bond, Calm Spirit, and Botany Knowledge (switched Calm spirit for Lithe or Distortion and it still happened)
Maps: The game, New map, and borgo - changed the perk out after 3 tries
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Their inability to listen to what the community wants - especially in regards to maps, bugs, and chapters. As great as it is to get new chapters, people have always wanted the health of the game to come first, but it would require people to boycott them on a financial level and the community won't do that.
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While I was streaming yesterday, my chat was able to clip a prime example of the optimization issues that have begun SINCE the RE chapter was released:
https://clips.twitch.tv/ToughVibrantStinkbugPogChamp-lqx62TdVYRA7fm30it happens with unhooking, the survivor being picked up, wraith uncloaking... it's just never ending.
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It will never be enough, no matter what it is, based solely on the state of the game especially since the RE update - not to mention a recycled event for the 5th year.
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For any who are curious, this is the lag that console players are dealing with that often leads to DCs: https://clips.twitch.tv/ToughVibrantStinkbugPogChamp-lqx62TdVYRA7fm30
When we are picked up, it lags like this. Other instances it happens: unhooks, status changes (sloppy butcher, thanatophobia), killer picking a survivor up, etc.
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@Kata said:
Killer queues take forever, you get into game, and a gen is done before you can even reach it. Everyone is playing hide and seek and I've even had survivors who just refuse to play EGC and leave. I bring cake, I play nice, I don't tunnel or camp, why am I getting 40-75k bp per game? Why do survivors bring 4 cakes as well but then speedrun haddonfield? I was so looking forward to this event, all the cool crowns, and the bp farming, but something changed and suddenly it's not a good time. I've gone down 2 ranks because I'm over here playing nice and merciful while the gens just fly... what is going on?
It's because this is a recycled event from last year. This one is even worse because of the release of Nemesis bringing back old players who may have left as well as the state of the game right now. I'm not saying play sweaty, but it is a fine balance. I know a lot of survivors want crowns on all of their characters and often play as a team, which is making things more difficult for killers right now. All I can say is get your crown, and just play. Don't use your BP offerings yet - stock them, save them - and wait till August.
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@Superyoshiegg said:
Penalties should be tougher then they used to be. Five minutes is nothing, there needs to be an actual punishment for ruining the match for four other players.
One of my friends is a chronic DCer, and it irks me to no end.
There is a penalty that increases - it's 5 mins for the first two DC's, then it continually goes up - 10 mins, 15 mins, 30 mins, etc. If your friend is a chronic DCer, don't play with them. Find someone else.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2340552#Comment_2340552
My last match was the same thing with 4 cakes. Nemesis, Disturbed Ward, ran into a Feng on my way to break the wall in the asylum. I hit her and she flubbed her speed boost by running into a wall. Suddenly it's a two-man match 45 seconds in.
https://forum.deadbydaylight.com/en/discussion/comment/2340570#Comment_2340570
I mean, by that logic, why even start a game if you can't be sure the killer isn't going to facecamp or tunnel you? You could at least wait for the killer to hook you and see if they stay around the hook or not. I totally understand people leaving once the killer's shown themselves to be a facecamper or the type to hard tunnel their first victim out of the game, but it is always someone leaving on their first down. (Or their third, but that's more self-sabotaging than anything else. Five times so far during this event, somebody has DCed when I was about to pick them up and take them to the gate, or if the game wasn't over yet, to my totem.)
People who quit if their early game doesn't go perfectly are a.) contemptible for trying to cherry-pick their games and b.) screwing over the rest of their team routinely over a minor slight. Which is the part I get really mad about. A survivor quitting takes the rest of their team down with them and dooms them to very few points and a quick death unless the killer takes pity on them. People who are willing to do this to their teammates on the regular don't deserve any consideration, because they're not willing to give it to anyone else.
Here's the thing, as someone who has been playing this game since 2017, and with the state of the game's optimization on older gen consoles (and before we get into that argument - no, not everyone can afford a brand new PC or the new consoles; and the old consoles do just fine with other games that require higher graphics - rust console edition, overwatch, dark souls, etc.), it's a real issue right now. Honestly, the fact that the wraith uncloaking causes a survivor to freeze for a solid 5 seconds without freezing the wraith is a real problem. I'm not even kidding you - I play both sides, and I have honestly stopped playing wraith right now to save people that hassle. It's extremely unfair and a load of BS. It gets worse when you add on that Sloppy Butcher always had issues with optimization where it would always lag ALL survivors on old gen consoles regardless if they were the one hit or not when someone was injured; now, you can add any perk that adds a status effect - thanatophobia, hysteria, to name a few. It even lags skillchecks - legitimately. I have had it where a skillcheck comes up and I go to hit it, and then a survivor is injured with sloppy, and even if I hit the skillcheck just fine, it lags past and blows the gen. So, it's not surprising that many people are DC'ing right now.
Furthermore, there has been a LOT more sweat since Nemesis came out. I can tell you right now, I can pick a rank 1 killer out right away based solely on perks, as many can, and it's just not fun being slugged at 5 gens. I know it's a play style, but when you get game after game after game of that...survivors get annoyed and when they're on their 5th game of it, they tend to DC. I'm not disagreeing with the amount of DC's nor am I disagreeing that the penalty needs to come back, but I do think there is a legitimate reason behind it. You have to remember not to take it personally and if it's really bothering you, as well all know, Mathieu Cote said it himself - go play a different game for a while, maybe go outside (I'm being heavily sarcastic here towards Cote).
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/2300441#Comment_2300441
It'd not just fixes, it's overall game performance. Optimization that was promised and never delivered. As for this current patch, there was no map for an entire year, a 2 week long PTB, then another week of the map being disabled. 3 weeks and not a single ######### fix except for legendary skin mixing.
But sure keep trying to justify this bullshit.
THIS. Thank you for calling it like it damn well is.
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@GrimmGaliard said:
https://forum.deadbydaylight.com/en/discussion/comment/2300348#Comment_2300348
They've also been diligently churning out patches for 5 years to fix things. New things break and new things need to be fixed and almost none of them can be done instantly. It's not that ######### hard to understand. The real problem is that they won't stop to make a health chapter
That's the thing - I agree with you that they need to stop producing chapters and literally focus on game health. However, that's the very thing we have tried to fight for for the last freaking 2 years in regards to optimization, but BHVR doesn't care. I realize things take time, but bullroar if it takes 2 god damn years and they released HOW many killers and updates? We are agreeing with you, but they just don't care and people are honestly getting tired of waiting. Essentially BHVR's response to the optimization is buy the new gen consoles. That's the bullroar we are dealing with here.
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@GrimmGaliard said:
https://forum.deadbydaylight.com/en/discussion/comment/2299883#Comment_2299883
You seriously bring up Warframe? I've played Warframe years longer than Dbd and there are STILL bugs in there from my first year. Warframe has to constantly patch after every frame and update comes out because something is broken! When Sevagoth came out, I couldn't move every time his ult ended and I had to wait until the patch came to fix it so I could use his full kit. Warframe needs help themselves, they don't have the luxury of helping out.
"Better coders" doesn't work like that. Coding is such a complex network that someone could be the best at coding the algorithm for bloodwebs, but useless at finding the bug that causes chests to not spawn items. It's highly doubtful that someone plucked off Reddit or another insecure spot will have the specific expertise required to work with this tangled mess of a code in game and fix every single problem there is.
What I'm trying to get at is: There's very often a reason that simple and easy proposed solutions haven't been tried yet.
At least Warframe DOES bug patches that actually fix the important stuff compared to the BHVR devs who introduce new bugs every single patch. Yes, I realize it's going to happen, and yes, I know there are reasons why simple and easy solutions may not have happened. However, we have been promised optimization on all platforms since 2019, and this chapter only made it worse - this supposed hotfix didn't even actually address the frame-rate issues. Those are the things that need addressing and it has been long overdue, but because it didn't affect the ENTIRE fanbase, it didn't matter. That's the frustrating part; add on that this hotfix came out on a Tuesday, as scheduled, when the definition of a hotfix is to get it out asap to try and fix the issue (a.k.a. send out a 500mb update if it helps fix a few problems) - that's what should be happening.
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@GrimmGaliard said:
https://forum.deadbydaylight.com/en/discussion/comment/2298148#Comment_2298148
There's an in game message when you first turn it on saying what's broken, that they're working on it and apology bp. There's a message pinned on the forum saying they are aware of and looking into the issues. What the hell else do you want? Your suggested response doesn't tell anyone anything that the above didn't already do.
And yes, most games actually have glitches when a new dlc or patch comes out and need fixes. That's why you have patch number "x.xx" because they have to keep fixing it.
Answer me honestly: Do you code? Do you know how extremely precise yet fickle it is to code? Putting a single semicolon in one wrong space when coding can break something, for example. It's also not as easy as "Nemesis.buff.exe" or "solution.bug.fix" You have to find the bug, reproduce it, find a what's causing it and how to fix it and then, if there's time left, find if it breaks anything else. For buffs, they need a significant amount of feedback, testing and consideration before going through with it and after all of that, have to deal with the console licensing to actually get certified for updates.
So you want them to do all of that, in less than a week (not even considering people have weekends or can get sick or other emergencies etc.) While also maintaining a ######### live journal and reporting in to the forums about how far along they are, what they're working and how long they think it'll take? No. Because if they estimate incorrectly, they're giving people false hope and another reason to get bashed in by people like you who have 0 clue how this works and get messages like "You said you were working on X and it's not here!!!!"
If there is a company out there that does that, I've never seen it and tip every hat I have to hand for them. That sounds like absolute hell to go through just to please an entitled, impatient community.
I don't code. I will be the first to admit that and I am aware that even a semi colon out of place or even a period, a typo, etc. However, I will say that they could hire more or more experienced coders. Heck, as someone said on another post, they could reach out to Warframe devs and see if they could help or provide some insight because I'm sure they would be willing to - especially since they're a SMALLER Canadian developer than BHVR. It's not hard to at least TRY to connect or find better coders out there. Get on Reddit and you'll find someone.
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@Thytuz said:
https://forum.deadbydaylight.com/en/discussion/comment/2299560#Comment_2299560
For years to come = while it gives them free money for almost 0 effort.
Just check the last updates and events, they just recicle everything and when they really have to do something completely new (twins, trickster and RE updates) they break the ENTIRE game. I mean, how is that even possible? Meanwhile new skins are coming to the game every other week and if they come bugged or something they fix it almost immediately.
Remember the cliff bug? Game breaking and it was in the game for more than a month
Remember the pallets completely not stunning the killer and hits getting through it? Game breaking and it stayed in the game for almost 3 weeks.
Remember grabs (catches) dont working at all? IT IS STILL IN THE GAME...
I though Valve was bad at handling games but damn, BHVR really step the bar up
Hate to break your heart, but you still get hit through pallets and only stun them maybe 10% of the time, so that bug for 3 weeks still isn't fixed...
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@Jarol said:
Now look, after playing a few games, As a survivor I have not had problems in fact it improved, but from Killer, Nemesis in Autohaven God, I think they did not improve it, when turning in loops I kept blinking and when I hit now I'm going to test it for the 2nd time since I updated the drivers.
I wish my experience was as good as yours. I have played all of 3 games today and had to quit because the frame drops when a crow would fly away or a survivor was hooked then led to me suddenly rubber banding backwards by about 5 feet in game, or led to a missed skill check because it wasn't in sync at all. It's honestly not better for survivors. My friend on PC mentioned on her stream how her game would 'freeze' while levelling up a character - as in she couldn't select anything or switch characters and had to go into the match as the one she was frozen on instead of the one she wanted (frozen on Nea, wanted to be Bill for BT).
I will say it's ridiculous how they try to fix fecking cosmetics but not ANY of the optimization. Hmm...
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@UncleStabby said:
Whipping pallet sliding survivors needs to both break it AND injure the survivor, not one or the other at random.
Zombies need to be more aggressive towards infected survivors.
More Zom B pls
Whip needs to hit more than one survivor in its beam, like PH
Everything else is fine though.
Not sure what happened in your matches, but at tier 3, I used the power on a survivor who was throwing a pallet (they were already infected), and it both broke the pallet AND injured them. I don't know if I've tried when they vaulted a pallet though...it'll need more investigating. But definitely not more zombies; they're stupid, yes, but if you're mindful of them, they provide A LOT of info on where survivors are AND I've definitely had more than a few matches where they body blocked at hooks and basement and I got some pretty easy kills. Also, if the zombies are to be more aggressive, it needs to be towards healthy survivors - it would make more sense from a more standpoint.
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@SpookySZN said:
I'm starting to strongly believe tier 3 should be more of a threat. While I'm not 100% sure if it does this already but the tentacle should either:
a) damage survivors outright regardless of if they're infected or not
B) if not damage, then cause them to go into the dying state in a certain amount of time if they don't use the anti-virus.
None of that matters though if it isn't a slog playing as him with the bad frame rates dropping
The problem with the infection element is that they would need to restock the boxes. There aren't enough antidotes at this point to warrant that, especially given that nemesis doesn't tier down at all (unlike Myers who does). So I'm not opposed to that idea, but it would need a counter balance.
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From the matches I played as nemesis, I found him to be surprisingly balanced. I'm not expecting a 4k each match, and barely expect 1k, in all honesty. That's what I find to be the sole problem with most killers anymore - everyone feels entitled to their kills (just like survivors feel entitled to their escapes, especially in a swf). If you find that whipping them is the issue, use less whips - his m1 does just fine. I find that if I infect everyone and get tier 2, I can get around the map pretty good (I get tier 2 so I can break pallets easily), especially with zombies - pay attention to them more. They give a LOT of vital information. I faced some really intense swfs and I 100% did not expect a single kill - out of 5 matches against red rank swf, I got at least one kill 4/5 matches and 2/5 I got a full 4k. It took a lot of sweat and some slugging, but it worked. If you're using eruption, make time to push survivors off gens and kick them so you get that lovely explosion when you down someone (Which also stops the survs from being ON the gen while you hook). Pair it with PGTW or Oppression and you can really regress the gen progress because not all survivors are paying attention when oppression hits.
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But my little two cents here - I play both sides (rank 6 survivor due to reset and rank 13 killer due to reset). On the survivor side, the zombies generally aren't TOO bad, except for two bits: 1) if they get stuck near a hook, it is a little unfair as they will injure or down the survivor who is rescuing (because most people don't cleanse infection or can't because the syringes are gone), and 2) the zombies can camp and go down the basement stairs which leads to ultimate death - had a match on...one of the coldwind farms (with the busted blimp thingy in the middle) where someone was in basement, I went to go for the save and wasn't aware of the zombie on the stairs till I rounded the corner, bam, I'm injured because nemesis had infected me only a min before. While I'm saving, nemesis comes down with another survivor on his shoulder - he and the zombie body block both me and the rescued survivor till we both are downed (and yes, I had BT on for the other surv). Honestly, the survival rate last night was maybe 10%, which sucked.
Killer side - playing AS nemesis, he isn't weak like people say he is. His power builds fast and unlike Michael, he doesn't ever tier down. Furthermore, I feel the zombies give a bit TOO much info. I don't need perks like BBQ because I already have an aura reading with the zombies- all I need to do is pay attention to them as their arms lift when they see a survivor, even if the survivor is a full time over. That led me, in just a few matches, to get up to mid green ranks, easy. I do feel like the zombies need a slight nerf because the ability to down/injure a survivor PLUS aura reading is honestly quite powerful. By comparison, out of 10 games, I got 4ks for 6 games. The other 4 games, I got at least one kill.
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@NVerde said:
Surely it's a matter of environmental awareness, to avoid them? I get that it might seem annoying but that's part of the core functionality of Nemesis.
Right now, there are times where zombies are bugged and make no sound what-so-ever. I literally ran smack into one in the corn field because I didn't hear it. (By the same note, on haddonfield, I was on a hook, and couldn't see the zombie but I sure as heck could hear it - it was stuck in the bush against the house wall in front of me, waiting in ambush to get the survivor who would rescue me).
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I've been playing on console, Xbox one s specifically, since the game was released for it in 2017. The game has always had these problems, the most notable being deadhard leaving you exhausted on the ground, sloppy butcher dropping frames across map, and don't even get me started with Freddy. I WISH the devs would actually optimize the game as they promised, but as everyone has echoed here, they'll only address the issues from the RE patch. It's sad that a developer team is KNOWN for constantly adding new bugs to their game each patch while not addressing the older ones. People still get glitched in lockers to the point that killers can't get them and end game collapse doesn't kill them so it comes down to willpower of who is willing to take the dc penalty at that point. It's absolutely frustrating, but our cries appear to fall on deaf ears.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2209779#Comment_2209779
I agree on all of that. The person of the Twins, in my understanding was mainly to maim a survivor with Victor and try to down the person with Charlotte. They also were meant to block hallways and doorways for mindgames so Victor to chase you to a location where Charlotte is waiting then switch back for a down. Playing that way is REALLY fun when I play her. I just hate this whole slug the entire team with a spammable power just because. 10 seconds, I'm not sure if that would still be long enough. Maybe 15 seconds would be fine since it takes 15 seconds to pick someone off of the ground and 20 something seconds to heal them so they still won't be able to heal but you would need to rely on Charlotte a bit more still.
See, and I would LOVE to face a Twins player who mind games like that, but I honestly...have never seen it. In the entirety since Twins have come out, I honestly can't say I have faced a player who does those mind games. Those would be super fun and intense to face. Instead, I just get a camping, slugging, Victor spamming Twins, which is boring as hell. I literally stand still and just wait to die, tbh. Mmm, The only reason I said 10 seconds instead of 15 seconds was because I didn't want the toxic people to gripe and spam @ me/quote me as is per custom here on the dbd forums. I agree that 15 seconds would offer more incentive to using Victor in a strategic way instead of just constantly spamming and slugging. That would make me WANT to play against Twins more often because I love mindgames.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/2209668#Comment_2209668
No, I said that it is possible to get it to zero. A lot of killers who run NOED get 2 hooks or less and rely on NOED to pick up the pieces in the endgame. I’d be fine with making each totem worth 15 seconds.
Given that, that would be more possible and feasible for sure. Though I still don't think killers need it as a base, personally. I can see where your idea comes from and commend you for it, but honestly, besides getting the achievement for rank 1 - what makes you want to be at red ranks? That's the only issue with auto NOED - red rank killers don't generally need it and it's mostly effective at the yellow and brown ranks unless it's a specific killer that is being used that might not has as much pressure - but that can be managed with learning how tiles are and utilizing perks to help balance. Green to Purple ranks don't really need it unless you end up with a full red rank swf, in which case, just accept the loss and move on? I still don't understand the competition this game brings to people.
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Mmm, I would say a 10 second cooldown would be nice from both sides. It encourages people to not to solely rely on Victor to constantly spam him. It's really boring as a survivor to just constantly have someone spam Victor, especially since there seems to be LESS of a cooldown on his lunges - and therefore survivors can't just kick him as easily. I don't play Twins because I think they're a camping based killer and it's no fun to play that style. I would rather play any other, even Deathslinger - him, demogorgon, and many others have a cooldown that make sense - Victor does not. It would require a cooldown animation for sure to make it more viable, but I think 5 seconds is a bit too short. 99% of the Twins I have come across just spam Victor and constantly use him, which yes, I realize is part of the point as he is a power, but it's a little TOO frequent comparatively to other killers. Please correct me if I'm wrong - again, I don't play Twins - but I think Charlotte is the same base speed as a Trapper, so not slower, but then... Huntress can go without her power at 110 speed and still get a knock down, so you can't say Twins are too weak - just find a balance between power and M1.
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@JediWithASniper said:
Hear me out before you kill me.
First, I don’t think NOED should be a HEX. Here is how it should work:
When the last generator pops, the exit gates are blocked, and the killer receives the NOED powers. However, these powers are on a timer, and it is based on the number of hooks the killer has gotten throughout the match.
NOED is granted for a minimum of 30 seconds, and for each hook an additional 10 seconds is added to that timer.
When the timer runs out, NOED is over. Killer gets guaranteed use, a guaranteed strong end game, and then devs can fix the speed of the game instead of bandaid fixing gen speeds with NOED.
I completely disagree. A strong killer doesn't need to rely on NOED, simply done. A lot of matches are completed before end game even begins, let alone needing NOED. If you're struggling to the end, then sure, have your crutch of a hex totem. Not to mention, if this was even viable, you DEFINITELY would not be able to block exit gates - that makes No Way Out (trickster perk) absolutely useless and that would need a rework, which ultimately makes this a moot point. Furthermore, you math does not add up as the more hooks a killer gets, the totems would not equate based on your numbers. I.e. You state it needs a base of 30s, okay, but 10 seconds for each hook - if it's fully maxed out, that's an addition 120 seconds. You're saying totem cleansing would relieve 50 seconds as there are 5 totems per game... So 150 seconds for NOED...but cleansing all totems takes off 50 seconds? That doesn't add up as you said if all totems are cleansed, NOED would deactivate. Mind you, I will say I'm not opposed to some sort of rework, perhaps for the baby ranks where NOED is actually more needed for baby killers. As someone who has played this game since 2017 - console launch - I have seen a lot of changes to various different perks. Thing is, as someone who was purple rank killer (about 4 months ago), and more recently red rank survivor, killers who are in the red ranks generally don't rely on NOED. Truly. They usually get pretty damn far with most killers, with the exception of some - i.e. Plague, Legion, for sure - but I have definitely seen a LOT of 4ks with Nurse, Spirit, Ghostface, Bubba, Michael, Billy, Blight, heck, even the Twins. It all depends on how much you can keep pressure - so adjust your gameplay instead of relying on NOED.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2125664#Comment_2125664
60 seconds is a long time in dbd. If you are able to keep the killer busy for over 60 seconds, then you are already doing your team a huge favor as they can get gens done without pressure. If you really want to use your DS, you can always hop in a locker or go down intentionally.
If the killer does slug you, your teammates can pick you up and you get to live longer without being hooked again.
Thing is, that relies heavily on the rest of the team doing the objective. As someone who often solo queues, this is a huge problem, to be honest. It's a major issue as most other players, even in red ranks, just hide in the corner or are in lockers, etc. I honestly find more issue with the timer if only because it encourages slugging (which I admit can be a legitimate strategy) and there is no guarantee that even with 60s, that your team is doing anything. Look at any major streamer.
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Honestly, I had debated about this long ago as the frame rate drop due to sloppy was always frustrating my friends and me. However, whenever things like this were brought up in the forums, it tends to become a breeding ground for trolls and people who are rude just for the sake of being rude.
The frame rate drop truly causes an issue on Xbox one and has for over two years. It is annoying because it impacts skill checks for other players/creates a lag. For the player who was hit, it does just as you say - lags and forces you to do something you don't want to i.e. get on a gen when you want to vault the window next to it. I just gave up and accepted that it will never be fixed.
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@Milo said:
Survivor perks are a thing to counter one spicific thing. So if you're getting slugged a lot you should consider running it. That's my view on that.
And if you're thinking about quitting, then either do it or take a break. See if it was just a burn out :3
Yeah, but then unbreakable should be more than a one time use perk. I realize that means reworking no mither, but it's an important piece since slugging is so rampant. Or there needs to be a change to No Mither. I like puppers' take on a no mither change: you start out healthy, when you are downed and you get back up the first time, THEN you get the unbroken status so that killers don't always know you have it till the point it is used.
I appreciate the suggestion on taking a break and such, but it was actually me coming back after a break already. I took a break for a solid week and returned to this. Thank you for not being mean/rude, unlike the others.
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Except poor matchmaking is ridiculous. If I'm a certain rank, I shouldn't be paired with new players. The devs are tying their own hands when it comes to SWF then. It's a feedback circle. I'm being forced to play with people/friends to ensure I don't get paired with teammates who are new to the game. So the community gripes about SWF but then this is the problem with solo queueing. I also like to point out, I completed 3/5 gens and one of the teammates had quit already and the other two were cowering in corners. My apologies for not wanting to sit in a game for 3 minutes just to bleed out because there was literally nothing I could do. I haven't dc'ed in an extremely long time - I usually just wait and die on hook, but this was the one instance where it is frustrating. Not to mention, which is kind of an important piece: THE GAME DIDNT TELL ME THERE WAS A PENALTY UNTIL I DC'ED. That's the most frustrating part. I shouldn't have to constantly check their Twitter for updates like that.
Also, they didn't mention on the updates that the further back rank reset was unintentional. It was on the forums here. Again, I shouldn't have to check social media to find that information out. If I was reset back to what was supposed to be, I would have been in purple, not green/borderline yellow.
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@Raptorrotas said:
Just remove the cooldown, keep the addon changes.
And I would be totally okay with that. The add on rework is fine. It's more the cooldown that makes it difficult to play her these days.
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The only change I would like to see is in regards to unhooking. It's quite frustrating when a doc proxy camps and regularly shocks by the person on the hook. if you're mid unhook, it forces you to stop and go right back to the beginning, which, if anything, logically, it would make you grip the survivor harder, not let go. Otherwise, I am not too concerned about pallets or windows and being forced to not vault or drop. The fact he has no delay between shocking and hitting means he can shock you to stop the unhook then either get a free hit or down you and the person is STILL on the hook and calm spirit doesn't solve that problem. The only solution is to leave the person who was unlucky to die on hook and go for gens, which isn't exactly fair.
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@HermanTheDoctor said:
i didnt...
That's fair. I can't really debate against your experience haha.
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I agree with this. he's actually more frustrating now than before. Now that he doesn't have to switch, all the doc has to do is shock you and now you can't throw the pallet, can't vault windows, can't deadhard, can't get an unhook properly... I get that he needed a buff, but his shock therapy needs an adjustment. Shock blast doesn't bother me - it's honestly just the fact that he can shock me and it stops my unhook no matter the progress. That's the most infuriating part for me. I know he always had the ability, so I'm not complaining about that, but make it so he can't stop an unhook from happening mid unhook.
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@HermanTheDoctor said:
https://forum.deadbydaylight.com/en/discussion/126572/can-we-bring-back-the-old-nurse
Nurse players where non existend Xbox ^^
Nope. I ran into a nurse at least once a day - whether they were babies or gods. I've come across 2 in the entirety since the changes to her.
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@Regionlock said:
Uh no. If they were to revert nurse to her previous state all you would see is Nurse on PC. We will have lack of diversity much greater than your xbox experience. At least you are seeing 3 killers currently and I find it hard to believe you only see those 3 at rank 7.
Today, this was the line up before my friend got off: Doctor, Billy, Doctor, Huntress (dc'ed after 1 gen was done so it was a two minute match so I wouldn't count it), Ghostface, Bubba, Billy, Bubba, Doctor. At that point, we stopped because she had to go to bed.
Sometimes Freddy makes an appearance, sometimes Oni. Haven't seen a Demo in 4 days, only had 1 Myers in the last week. No hags, no clowns, no wraiths...
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@yoyoyo said:
There's absolutely no need to. She is just fine now but people are scared/ too unskilled to play her. With how the ranking system currently works, getting the highest ranked survivors slugged before all gens are completed is inevitable if you're somewhat decent. People just need to get good ;)
It's not a matter of getting good. It's more like the devs need to adjust other killers then. This game doesn't derank you fast enough once you're in purple and red. It's boring facing doctor after doctor, followed by a red ping Billy, and then maybe a spirit. Otherwise it's ghostface after ghostface. It's just really stale and I would like more variety to play against. Today I have gotten two bubbas and it was refreshing, even when the one camped and tunneled, simply because the killer was different. Getting good doesn't solve that problem - the problem actually is being good. I wish I could be back at rank 15 so I could actually face a variety of killers.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/126572/can-we-bring-back-the-old-nurse
What has her power to do with how much she is played on console? She used to be rare on Xbox anyway. Wouldn't it make morse sense to give some of the weaker killers a slight buff? Leatherface, Legion or Clown for example?
I also want to mention: The nurse is still a goddess. Bringing back the old nurse would be not very pleasing at all, especially not for pc players. I know that many dont want to hear this but she is still the strongest, and in the past she used to be very overpowered (in fact, you did not stand a chance against a good nurse at all, she was an auto 4K)
She used to be played on console at red/purple ranks. I have only seen two nurses since the change, when before, she was about 25% of the matches. I don't want Legion buffed- I hate going against Legion. Leatherface and clown, sure. Hag. Pig, and huntress, definitely.
Then keep her as she is now on PC, but bring back old nurse for console. The console controls already made her difficult enough and now she is practically unplayable for most. I used to take pride in being a nurse main on console and now she isn't viable beyond green ranks because her recharge of her power makes it infuriating to deal with.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/947008#Comment_947008
It’s hard to have a constructive discussion these days. I learned the hard way through this thread.
Thank you for not trying to attack me and actually having reasoning and an opinion.
on a side note: I was wrong. It’s 80 seconds solo gen, with no perk negating progression.
It's true. It's sad that this community is so toxic that having a differing opinion means it's an immediate attack on you. But, when we have a bunch of 12 year olds or people with large egos playing this game, what else can we expect but childish responses?
Disgressing, at the end of the day, 80 seconds isn't too long. I thought it was 120 seconds, but apparently not. Thus, I think adding some time to the gens wouldn't be too terrible. Mind you, I have had plenty of survivor matches where the killer honestly tanked us completely and the skill was insane. I conceded with a good ol' GG and hoped we didn't cross paths again, haha.
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@Scootermarrrr said:
Holy #########. No wonder the developers ignore you whiney babies. Every post on this forum is a whooooole lot of bitching. Y'all need to grow the ef up. Holy hell.
Not necessarily true. It only becomes that way from people's reactions. We can all be adults and have legitimate conversations/debates, but it requires a certain level of maturity from all people.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/945653#Comment_945653
Great post!
Obviously, toxic survivors deserve it. I’ve been pallet stunned by survivors I didn’t know were there and proceeded to be blinded. Sure, tunnel them.
my only disagreement with you, gens do not need an increased repair time. Killers have perks to aid them against this and with good amp pressure you’d never complete gens if it takes 140 seconds to complete one gen solo.
Great response, by the by.
I feel you on the not increasing gen time but I also know there are times where a killer gets rushed, even with ruin and pop, as some people are REALLY good at hex skillchecks (and i.e. my friend is amazing at running a killer and will take that role every game because she finds it fun to run). So, it's always a never-ending battle that way... I appreciate you taking the time out to try and be polite and whatnot! Keep it up!
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Well, all I can say, as someone who plays both sides (green/purple killer and purple/red survivor right now), as a survivor, camping and tunnelling is ridiculous. (I play on xbox.)
Survivor side:
Presuming I am solo queueing, it means being selfish and running bond in an attempt to get the killer on someone else by being an arse to my team to save myself. If I play with friends, it promotes gen rushing. It's not fun to be tunneled and camped, especially when I play as not toxically as possible - I honestly don't pay attention to 'god' loops. I run to wherever the next window/pallet is, so getting mad at survivors who 'choose' god loops isn't valid in this moment. Regardless, being camped and tunneled is frustrating.
Killer side:
I ONLY camp and tunnel if it's EGC or someone has been toxic first. For example, I had a survivor who decided to teabag at a pallet, simply because they slammed it on my face. So, ensue camping and tunnelling once I caught them. However, once they were dead, I went back to normal gameplay and had loads of fun. I stand by that if you are toxic first, I will not hesitate to be an arse right back. Now, if I had been camping/tunnelling right away, I could understand the teabag, but I didn't. I would rather depip and not get a single kill and just have fun with chases than camp/tunnel/slug. I don't mind staying at purple/green ranks as a killer - less toxicity, generally.
Ultimately, I think camping and tunnelling should be punished by a decrease in BP/emblems. But then, I also think deaths by EGC shouldn't count either and should be a penalty because the entity HAD to intervene on your behalf (makes sense from a more standpoint too.) But I also feel that gen rushing should be adjusted by making the time for gens to be completed an extra minute longer. Mind you, I've had games where the killer did amazing at keeping us from gens while knocking us down (a clown on Shelter Woods). I think he used overcharge, BBQ, Ruin, and agitation. We were a SWF of purple ranks with a rank 20 (he was new to the game and wanted friends to play with, killer was rank 11, so green), and he killed us all. He played smart for patrolling and worked hard. I will say he slugged a bit, which while annoying, worked in his favour during this match. But he never camped or intentionally tunneled, which was refreshing and amazing to face.
TL;DR: camping/tunnelling should be penalized by a decrease in emblems and BP. Gens should be increased by a solid minute each. This has been a post by someone who plays both sides (purple/red survivor, green/purple killer).
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I main Meg, though it happened by chance. When I first started, it was Dwight because the game kept defaulting me to him for the longest time. Later, I enjoyed that Meg was not nearly as loud as some of the other women in game. My husband mained Nea and my best friend mained Kate...so in an attempt to not to have the same characters, it ended up this way. She also had the blonde bun for her Grim Matsuri outfit, which made me love her more as a blondie myself. When I play killer, and even with randoms, I hate immersed Blendettes, so I refused to use her (also didn't like the white jacket). Min was too loud. Once Jane came out, my husband switched to her and I had all perks on Meg by that time so I have never thought to change my main now.
I feel like it's important, for killers, to state that I am on xbox One, mostly because that changes gameplay a bit.
Huntress will always have a soft spot in my heart as my first real killer main, followed by Nurse. I find I'm playing Pig more lately. Ghostface is fun for the memes. Ultimately, I'm still a Nurse main despite her nerf. Ps, I blame her cute Victorian outfit as the reason why I main her.
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I understand where you are coming from, but to put some light to the honest reasons behind the decision...
The hound mask was during a time before hangman's trick existed and to get the coins, you had to hook something like 80 different event hooks. It was a serious grind for those who played because you often ran into survivors who would run saboteur with serious toolbox add ons, and they would 99% your event hooks and then just sabo them in your face, so even with agitation and iron grasp, you couldn't get the hooks.
I know it's disappointing, but it honestly would be unfair for those who struggled during the events. I see your reasoning for being able to unlock it in the rift or buy with auric cells, but, like legacy, it shows the dedication that others had for this game when it was in a really rough state. It wouldn't be fair to those who have been around for a very long time and have been supporting this game for longer than you.
I'm not saying it's fair, but please try to understand their reasoning for it. I would love to have legacy on console, but I know the original blooded grind from watching old videos and damn, I know that would have been ridiculous, so I don't bother asking for legacy.
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/879245#Comment_879245
You know the OP is requesting for it to work based on the killer themselves which is a buff not a nerf
Yes, I am aware. But I feel that, if they were to buff it, it's going to cause more discontent in the community with that change. There will be many players who complain that it's TOO overpowered at that point considering many already complain that it's too overpowered. I understand where the OP is coming from but the few killers it doesn't work on seems fair from a balance standpoint.
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I haven't read through all of the comments, but as a general rule, as an Xbox player, I can say that BT doesn't need any changes, at least on console. We run into heavy camping and tunnelling killers, and BT is the one perk to help combat that. As someone who plays both sides, I don't camp because it's boring (unless endgame requires it), but many killers on xbox feel the need to. As a survivor, it feels necessary to run it because of the camping. It's frustrating that it's such a necessary perk.
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Honestly, my best advice is to meme at that point. If they are receptive to it, then meme with them and have some good giggles. If they aren't, then just chill till they finish the gens, open a door, and then go sit in a corner facing it till they either leave or the entity kills them.
I play both sides, though I will admit I am a bit more survivor sided. At the end of the day, just try not to take the game so seriously because even in losing, it can be fun. I've had matches where as survivor, I will attempt to meme with the killer if two to three gens pop in 3 minutes because it's honestly not fun to gen rush. I like the thrill of the chase and of being cheeky in a fun way. But I feel that survivors at purple and red ranks are so used to sweaty killers that they sweat too and it becomes a negative feedback loop or whatever where they both feed each other.
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@Master said:
@kazzymoyashi said:
Devs, seriously, please do something about this. I have lost countless offerings, especially Red Envelopes because killers keep quitting right after the match starts. This is ridiculous when I'm p3, level 50, and it take a forever to get ONE envelope in a bloodweb. Not to mention, I've lost A LOT of bloodpoints offerings, etc., over the time played because this is an on-going issue and people don't care. The moment I report someone for quitting early, nothing is done. This is getting ridiculous. (Same goes for a full set of survivors quitting when you play as killer and your offering is burned.) When I tell the person they are reported, they say things like "well the devs won't do anything. I spend too much money on their game to be banned." It's such a bad set up. Please, make it so offerings aren't burned. I hate wasting BP and going through 3 matches back to back where a killer dc's the moment the match starts and I don't get enough BP to get through another bloodweb.The solution is to punish DCing.
Your suggestion doesnt work since SWF can abuse that and DC for eachother, dodging moris etc
How could SWF abuse that and dodge? It's frustrating that I can join a match, killer quit within the first few seconds and I lose my streamers, or as a killer, I lose my pudding. Punishing DC's doesn't solve the problem - what if it legitimately was bad internet on the killer's behalf. I understand that, but l still don't want to lose MY offering that I worked hard for because a killer has bad internet. That's ridiculous.
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Exactly, so all that will happen now is killers will immediately go find the vessels and destroy them and then everyone will quit the matches as why should they continue if they don't get anything out of it? So once again, you're proving my point that killer lobby wait times are going to be ridiculously LONG. It was bad enough for the Hallowed Blight to the point they had to adjust and make the vials shareable between the two. We are going to inevitably run into the same issue again.Bit since the killer can delete the eventime item while someone is on the hook it would be in their best interestto search for vessels to smash and if a posters theory is right. Ie: the vessels are forcibly dropped due to corruption as someone was hooked. The survivors either have to rush gems and be sneaky to avoid the killer being able to break the vessels or hide theirs in a corner and come back for it when the hatch/gates are open. -
You're right, I don't for certain know that Franklin's will affect this. It's just a guess on my behalf - but it wouldn't be a surprising thing at this point.DwightsLifeMatters said:
How do you want to know that Franklins will affect this?kazzymoyashi said:No, they won't. Killers are supposed to destroy the things that survivors need to survive and escape with. Franklin's is going to make this event impossible. Let's not forget, we had killer lobby issues last time and it was HARDER for killers to get their vials... imagine how it's going to be now in which 90% of survivors are going to switch over, at least on xbox. -
So how is it different? All it will do is promote people to do 2 gens and then hide until everyone else dies. It's going to be a bad set up. In fact, you're more likely to get survivors pointing and BMing more towards one another. It's honestly going to create a bigger issue when it comes to the toxicity in this community.ToxicFengM1n said:Let me evaluate this, its gonna be different because they will choose going for the item over teammates and greed will occur