kizuati
kizuati
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3232584#Comment_3232584
all i ask for is for maps to be balanced and boring underwhelming killers to be reworked, is that too much 😭😭
when solo queue is this bad? yeah,imho.
they should have done the changes you mentioned should've been 6.1.0 and not what they did,now the game's really put of whack
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@kingcarl2012 said:
Even after disabling on conspicuous actions, it was still used offensively
The thing is killers that hard tunnel are just going to do it anyways they dont care about DS they never have, instead what you get is killers that try not to tunnel getting hit with a DS and then tunneling because they already are getting punished for it.
I still dont think DS is the solution for the issue of tunneling, a better solution would be like 10 seconds of 100% invisibility, no blood scratchmarks sound or collision with the killler, that can be cancelled if you feel safe and want to heal, and like 4 seconds of aura read on the unhooker for the killer, and the same for the unhooked survivor on the killer. For the record I am aware that half of what I just described is basically a basekit Babysitter with invisibility, but I think that would do far more for tunnelling than DS ever would and there is pretty much no way that could be used offensively against the killer, it is purely anti tunnel protection.
Edit: It would probably need to get downgraded to just the basekit borrowed time in endgame.
Uhhh,yeah still please tell me how you can force the killer to eat your DS
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@Eelanos said:
These comments sound suspiciously close to the ones that said that Off The Record was going to be on every single game and it would create the role of tanks and would destroy the game because people would run around with 80 seconds of invulnerability, entirely disregarding that for those 80 seconds you'd have one less player in the game if they wanted to take advantage of the full effect of the perk, and the fact that a single stabby stabby immediately gets rid of it and puts them into mending.
I honest to God don't see how someone who doesn't tunnel has to worry about DS when it already disables in the end game or when you literally do anything beyond just existing. It's an even worse version of Off The Record because you can just stab them and leave them on the floor and that means one less player on the match and two health bars to heal for them to reset.
I have only seen DS used "offensively" once and that person was dead 10 seconds later. I honest to God think people are pretending that the problem would be bigger than it actually would be.
yup
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3232135#Comment_3232135
OTR isn't ran every game because of the endurance no longer stacking. If endurance could be stacked like it was on the ptb it was going to be a common perk.
https://forum.deadbydaylight.com/en/discussion/comment/3232020#Comment_3232020
Even with deactivation requirements, if you make the stun time too long it will be used aggressively. That's why it's tricky to buff since there's not really anything else you could buff that would really help ds.
Please tell me how can you use it aggressively. You cannot force DS.
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@Dwight_Fairfield said:
https://us.v-cdn.net/6030815/uploads/0EXXFBOTIG5H/killratetopmmr2022.jpg
https://us.v-cdn.net/6030815/uploads/BH9RIWYTB8N5/allmmr.jpg
Sadako out performing most killers at top MMR 😂 The difference with Nurse between the two is not surprising though.
Curious how top MMR has actually a substantially higher killrate. I guess we're going to still ask for more killer buffs, though
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3232003#Comment_3232003
I never said anything about forcing ds
How can it be used an attack perk then? If nothing is forcing you to get DS'd,which with it's current deactivation conditions,there isn't,how can it?
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@Crowman said:
Because when ds was at it's strongest survivors were actively using it offensively against the killer.
DS is a hard perk to buff because you make it just a bit too strong and survivors will be forcing killers to eat the stun.
That was at a time where it had no deactivation conditions. That's it. Nobody is suggesting to remove those conditons
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/350993/d-strike-needs-a-buff-for-qol
Yeah sorry but no, your suggested ds isnt an anti tunneling perk, it would go back to being used to attack killers who arent even trying to tunnel.
You get 10 sec of borrowed time with haste, even f you get hit you still get a sprint burst to get away and get to a structure.
The bigger problem is the unhooker, too often now the unhooker bails instead of protecting the person they unhook because they have borrowed time.
please tell me how a survivor can force current DS even if it was changed as outlined above. ENLIGHTEN me.
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@Laluzi said:
I don't know when this started, because I don't think it's been like this since the map rework, but maybe I only noticed it recently. There's a flickering bulb in the House of Pain gen room and the effect on the room's lighting is extreme. I'll put a link to a clip here.
I have no history of photosensitivity and a high tolerance to flashing lights and I still have trouble with this. Tried to focus my camera on the gen only, but even that didn't work to stop the rapid screen flashing and eventually I just started to repair the gen with my eyes closed. It's really unpleasant and I can only imagine how dangerous this can potentially be for someone who's actually vulnerable to it.
I've been talking about this since Haddonfield release many,many times and even got @GoodBoyKaru to talk about it. So far we've gotten ZERO response. This happens on all the flickering lights in the game,but especially Haddonfield. The menus also flicker often at insane speeds. It's pain.
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@GrimReaperJr1232 said:
Medkits have been subject to a lot of scrutinies lately. The subject was already becoming contentious not long after Wraith was nerfed, but then CoH came out and dialed everything up to eleven. Love it or hate it, the survivor meta has more or less transitioned from the non-healing meta to the self-healing meta.
Healing and efficiency
How long is a typical heal? 16 seconds, but it's 16 for two survivors. So collectively, that adds to a total of 32 seconds, the same pre-nerf Self-Care. (insert explanation why Self-Care didn't deserve to be gutted here)
Standard Medkits
With a standard medkit, it's still 16 seconds but it's 16 seconds on one survivor. So in terms of efficiency, you effectively save 16 seconds because your teammate can still do gens, unhook, be chased, whatever they need to do.
So the math is simple. Brown has 16 charges for a 16-sec heal that only requires you, so 16 seconds are saved. For a yellow, it's 24 (assuming you commit to a half-heal). Purple would be 32 if you healed with it twice.
Green Medkits
Now, this one is a bit more complicated. Not only are you healing without a teammate, but you're healing 50% faster as well. I'm going to be sharing my methodology behind this simply because I'm encouraging you to try to do your own math as well; this was really hard and I'm willing to believe I may be off. Feel free to correct me.
Alright, 32 seconds. Cut it in half and we get 16. Factor in the 50% speed boost, so 16/1.5, and we get 10.7 (rounded up).
32-10.7, and we get a difference of 21.3 seconds. So 1 heal from a green medkit effectively saves 21.3 seconds for the team.
Excluded Variables
Obviously, none of this includes the time you cost the killer in the chase that you effectively nullify, the killer could ignore you and tunnel a teammate, etc etc. There are also no add-ons being taken into account atm.
Toolboxes
Why do I mention toolboxes? I thought the best way to put this into perspective.
The best toolbox is a commodious toolbox. Gives you a 50% repair boost and has 32 charges, effectively saving you 10.7 seconds off gen.
10.7 vs 16, 24, 21.3, and 32.
Add-ons
Both of these have add-ons. I know many of you are thinking of BNPs right off the bat.
Fortunately, when BTL was reworked, I went through the effort to see how much a toolbox saves when used with a +8 charge add-on (not the best, tbf, but minor difference), a BNP, and a single Streetwise.
With some rounding involved, I concluded that this combination saves... 31.7 seconds. All of that for 31.7 seconds. Now, obviously, if you use BTL, this gets higher, but let's ignore that for a bit. 31.7 seconds on a decked-out toolbox with a perk vs a base purple medkit that saves 32.
How does this compare to a Green medkit with add-ons? With 50% heal speed, you might as well just use charge add-ons. So let's say you're using a +16 and a +12 charge add-on. How much time do you save?
First, how many heals is it? 16+16+12 equals 44. 44/16 would be 2.75 heals. If a heal is 32, then 32*2.75 would be 88 collective seconds spent healing.
Whatever, it's cut in half so back to 44. 44/1.5 = 29.3 (rounded down). 88-29.3, and you 58.7. Yes, 58.7 seconds have been saved.
CoH
I won't be on this long. I've ranted on CoH a ton but since we're discussing medkits, I thought I'd bring it up.
It has Self-Care's old 50% penalty, so the numbers aren't nearly as ridiculous as a green medkit since it's just as efficient as a teammate healing you. So 32/1.5, and you get 21.3 (rounded down). 32-21.3, and you end up with 10.7 seconds saved.
Not as strong, but it's infinite. But the real kick is that it stacks with medkits. So, you can turn that Brown into a Green if you want! You can turn a Purple's painful 32 seconds saved into a painful 42.7! Green? Now it's 24 seconds saved (this is an example of diminishing returns when it comes to stacking action speed buffs).
Nuances and the problem
Now, obviously, there is a lot of nuance to this.
A killer can chase, hit you, and then be forced to leave. Not only did you get a fast heal, you effectively made the killer waste their time.
You could never be seen by the killer and never use the medkit.
But here's my problem with this. Patch 2.3.0, heal times were increased from 12 seconds to 16 seconds. The stated reason for this change was to give the killer a form of slowdown through gameplay without touching gen times. This change enabled the ability to spread injuries to build pressure; either they risk staying injured trying to do gens, or get off and spend a long time healing.
This is gone. Medkits throw this out the window. One on its own is fine, but just like Old Toolboxes, when you get a team of them, it's a problem. You cannot use injuries to spread pressure. The only thing you can do is commit to chases (since they'd heal quickly if you leave them) and to tunnel survivors out because you lack slowdown outside of your perks.
Wraith is described on the official DBD website as a hit-and-run specialist, and his playstyle is broken. It doesn't work. Sadako is another hit-and-run killer, and there's a literal #buffSadako movement.
Why do I bring them up? They're hit-and-run because they lack oppressive chase tools. They suffer the worst.
Nurse? Blight? Spirit? Artist? All four of them have extremely oppressive chase powers and are top (or at least high) tier killers. They can commit to chases. If they want, they can tunnel through any defenses the survivor may have. They can brute force their way through medkits if need be, something the lower-tier killers simply cannot do.
With 6.1.0, I believed we were finally taking steps to narrow the gap between the high tiers and low tiers, giving buffs that primarily affected the lower-tier killers while barely benefiting the high tiers. I hope some sort of solution can be found to make medkits/self-healing less oppressive, even if it requires nerfing higher tiers in the process.
Thing you missed for medkits' efficiency is that you need to view the injury time/heaing time in relation to gen times. You technically mentioned this,but I would like to actually detail that.
There's a lot more efficiency involved with medkits,gen time wise.
Basic scenario - Killer takes about 16 seconds to chase a survivor since the start of the match and finally hits them. Using that speed burst,let's say with Overcome,they make it the main bulding of Badham. Now our hero is an average M1 andy Killer so if he tries to chase that building it will take him an eternity. Naturally he leaves. Let's see how it works for the gen times with and without a simple brown medkit.
If the survivor does not have a medkit and desires a heal,they will probably waste 10-20 seconds at best looking for a teammate. They then spend 16 seconds healing. That is about 52 seconds off gens,while the killer has lost about 48 seconds of gen time,assuming other 3 survivors have been doing the gens perfectly efficiently. Not too bad,maybe you got a pallet out of the way along the chase.
Now if that survivor has a medkit. 16 seconds of chase. 16 seconds of healing. The killer only pressured our one survivor. 32 seconds off gens,while losing about 48 seconds of gen times. Net time loss. See the issue? That is the true strength of medkits. Not the speed,really. The ability to self-heal and make the Killer's time efficiency go negative if they have to abandon chase.
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I believe Mandy has noted that she would like something like this for the perk as well and passed that along to the team. Copium,might see the rise of flashes and bangs.
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@ArchAbhor said:
I faced OnePumpWillie and the team just gave up and I got out through hatch. Then the very next game I go against a 70 hour trickster who got 1 hook. I would assume my mmr was high since i faced someone currently on a streak of 144 wins. Did I miss something? Is mmr off right now?
No,MMR just is,always has been,garbage.
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@BarnesFlam said:
I think we're really need to ask the team what's up with all those cosmetics debacles those last few weeks in their next Q&A.
i really want to see stats based on my mmr personally and solo queue vs swf
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@almofan1001 said:
You have addressed SWF and/or buffed killer so that it can pressure survivors on most of the maps.
Buffing SoloQ efficiency to near SWF level without giving universal killer buffs is how you make this killer player count gone by 50 %.
And no - don't say that "killer buffs will come next". Knowing BHVR, that could take anything from 6 months to 5 years.
So no, either release killer buffs on the same patch or don't buff SoloQ at all.
no :) you got 6.1.0 already sweetheart. if you are struggling as killer right now,you're not playing well
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3229164#Comment_3229164
Well, yeah, that's evident given that they're all part of either a shop set or a character's release outfits (or in one case, a really delayed St. Patty's Day charm), but I wonder what makes this one different. Was it intended to be Prime, or was it intended to be something more exclusive and that's why it's got the artifact rarity?
cancelled tourney rewards? idk
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@pizzaduffyhp90 said:
The Events show there's potential to add unqiue side objectives to the game. The Halloween events we've had the nectar in Blighted plants during hollow blight and now we have transfering voids. The Christmas event didn't have much side objectives but, we could interact with Snowman to hide from the killers and the lunar event had the cards.
The only side objective we've had that's not been event related has been hunting the knome a while back. So why can't we get more unique side objectives that aren't just event related?
thank you,but no. the sole survivor experience of first hook death is bad enough already with Mikaela booning 400 times, Claudette self caring vs Coulrophobia and the killer running third seal.
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@Laluzi said:
Yeah, that confuses me. Past Prime rewards are still purple/green rarity. I wonder if they originally intended to release the Trickster's missing mask some other way.
Perhaps
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@Mandy said:
If you're having problems with fps drops since the Event started (Event specifically) please can you let me know here - things like platform, tech specs if PC etc.
we're all having fps problems since 2021 and there has been little to none improvement
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yup as a 3080 owner can confirm
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@Botiz said:
Literally like 30 god pallets and another 5-10 safe pallets, any survivor with half a braincell can just waste so much of the killer's time by pre-dropping pallets and then just immediately access another god pallet 2 seconds later.
I wouldn't mind if it was just a case of bad RNG, but it's literally every trial on this map, without fail, an insanely high amount of god pallets spawn.
Yes, I just came from a game on this map and am venting. It's such a miserable map to play on. I even had a game on Badham earlier against some great survivors which was very close, but still had infinitely more fun on that than I did in this game.
Have you seen how they reworked RPD? Are you SURE you want the current map design team touching Gideon?
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@UnknownKiller said:
Cool halloween skin
Bad halloween skin
Bloodpoints
Low quantity of shards
Auric cells
Even worse... rift fragments
I bet for the rift fragments
bloodpoints and rift fragments. all low quantities.
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@The_Daydreamer said:
I feel like Eruption is way too strong for Solo Q but too weak for SWF. The point of the perk is to buy the killer more time, but it feels really unfair to play against when you play for yourself. 20 seconds of nothing is huge in that scenario. On the other hand people can just call out "I am going down" so the perk loses all meaning. I feel Eruption need changes in both ways.
Yup. Needs insane changes
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I agree. At the least enable them permanently in KYF.
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@HoodedWildKard said:
Perhaps giving survs guardian as basekit would help discourage tunneling. Gives the unhooked survivor much better chance to escape.
Maybe even make the haste effect linger a bit longer, or to really punish killers for tunneling have it persist until the surv leaves the killers TR. Ignoring killer's stealth effects obvs.
or..you just unkill DS. simple as that.
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@Mandy said:
Are you getting a penalty when you're getting these crashes?
most of current crashes are out of matches right now afaik
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@Mockingjay_S451 said:
So I’ve noticed since the Tuesday update that Survivor would be at 100%, so I play a few games then see it’s at nothing. So I go out to the main screen thinking I would then see some on Killer, but it isn’t showing any Incentive on either. Fair enough, it must be pretty balanced.
But I was playing later that evening and this happened again, I restarted my game and then 100% was on Killer (which it normally is late at night in Europe).
So, today each time it went off both I tested it and every single time the 100% shows back up after restart. This has happened several times today for me. I have played the role with the incentive and it does get rewarded. Just annoying to have to keep restarting my game after every two or three games to get the incentives to show back up.
Edit to say I am on PS5
@tippy2k2 said:
I thought I had read that there is a goofy bug where it'll not give incentives for either side and restarting will fix it.
However, now I can't find that thread/post so maybe I made it up but I'm pretty sure I didn't make that up...
Probably...
Maybe...
.....I think
Current confirmed bug: Visuals of the incentives are hard bugged sometimes and wont show anything.
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@ASurvkillivorer said:
To be as lame as humanly possible as killer right now?
I have never been tunneled and camped harder in my life than I have during my matches today. 50% of the matches I've been the unlucky person found first and I die because the killer refuses to focus on anything other than me for the remainder. ALL I WANNA DO is my challenges and get the stupid event points but this keeps happening.
Literally played 6-7 matches and ALL killers are being total jerks right now.
6.1.0 has really buffed tunneling in the long run. It's way more efficient to just hit off hook,get STBFL stacks & avoid OTR/DH and tunnel/proxy camp someone out with the current killer meta. Dont be surprised.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227542#Comment_3227542
It's true. Survivors see 1 decent patch for killer, and they're out. Nobody's asking for killers to be unbeatable.
Learn to bait better, and also to come up with original thoughts instead of changing out a few words in someone else's paragraph.
You know why so many people are out? Because solo queue already was the weakest role,always has been. Remind me of the last time solo queue got buffs,again? It's been a miserable experience for a while.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3227809#Comment_3227809
How do you buff solo queue in a way that:
- Won't also be a buff for SWF
- Won't require abilities and perks to work differently in solo versus SWF (which the devs have emphatically said they will never do)
?
God even it buffed SWF a tiny bit that doesnt matter since the two will be closer and balanced around. Stop trying to advocate against solo queue buffs I swear to god.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3227399#Comment_3227399
odd, i rarely play killer anymore after that patch, because when i do play killer i face cheaters all the time, and when its to an ammount where i have to secondguess people who is playing well, and not cheating. Its not fun and its also unfair to them. So i basicly stopped playing killer, unless for some missions that i get. But im survivor like 90 % of the time, before i was killer. I know 2 other killer players that also quit playing killer onm that same account.
Also, survivors are doing just fine, and every minor patch there have been since 6.1 is slowly turning back things in the survivor favour, im not sure if bhvr didnt think that people would notice.
Yeah I got a lot of cheaters lately too..very discouraging.
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@Seraphor said:
As someone who plays both sides, but considered themselves a killer main (at least before 6.1), the game is just less fun now.
The 6.1 base game changes were more or less ok. Faster cooldowns to killer actions makes the game feel smoother, while offering little real advantage, gen times are a bit of a non-event given that regression perks were generally nerfed*, basekit BT and haste on unhook is fine.
DH change was brilliant, its still a strong perk in the right hands but it's no longer obnoxious. DS was probably over nerfed, it should be disabled in endgame, but the duration didn't need to change. Selfcare was nerfed unnecessarily.
But it's not as simple as whether or not killers or survivors benefitted the most, because overall the changes were quite balanced. It's what exactly those changes were and how they affected the game. The main issue is the killer perk changes:
In an effort to 'break up the meta' they nerfed the top used perks to the ground, which not only made them non-meta, but non-viable. For a little while this did the job, until the new meta was established. All we did was trade one meta for another, and that's the problem, the new meta is boring, unearned and in some cases downright toxic. It's what makes playing against killer very 'unfun' and playing as killer too, because you want to use the 'optimal' perks.
Ruin, Pop, BBQ, Pain Res, old meta perks, but they all did something that encouraged or facilitated healthy killer behaviour, mostly leaving the hook to pressure other survivors.
Instead our new established meta includes Pentimento, Eruption, Overcharge and Call of Brine. None of these perks require any specific behaviour to 'earn' their effects, and disproportionately target solo survivors as they are easily countered by a coordinated team, but incredibly oppressive against uninformed survivors. Pentimento specifically, is too strong for what it can do, when survivors lose track of totems. When a killer is running a full anti-boon/regression build based around Pentimento, solo survivors don't stand a chance. What's more is that these perks, while still being meta, also compliment a tunnelling/camping playstyle just fine. There is no urgency to leave a hook, you can ignite your totems and kick the gens at any advantageous opportunity you have, and can then defend the relevant zones with a hooked survivor nearby, all the while making survivors incapable of completing gens, as they're 30% slower or incapacitated, purely because they don't have voice comms.
In my comment linked below, I've listed the perks that should be meta, in order to facilitate a healthy gameplay loop.
If these perks were sufficiently buffed, not necessarily by a lot, but in comparison we had Pentimentio/Eruption/Overcharge/CallofBrine nerfed out of the meta. Then killers would need to earn their value by not camping and not tunnelling.
https://forum.deadbydaylight.com/en/discussion/comment/3222748#Comment_3222748
This is very true. The current killer meta is really bad for Solos and tolerable for SWF.
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@RoastedGarlic said:
As a Killer main I say it failed, you can only 4k so many times with relative ease before you stop enjoying the game. I very rarely get sweaty swfs and even when I do in most games it's either very close or I still walk through them. Before 6.1 this wasn't even close to the case for me.
I rather go back to getting crapped on again atleast then I had to try and not do stupid stuff to give survivors a chance. I don't think balancing around SWF is the right call at all. Everyone talks about sweaty swfs and make it seem like they're in 8/10 games but in reality they're only 1/10 hell sometimes 1/20.
Survivor feels like straight hell due to matchmaking. We have completely selfish survivors deliberately sandbagging the team so they can get their sole survivor/left behind/wake up win. we have match making putting you with potatoes who do absolutely nothing but hide. It is extremely frustrating when you get paired with a sole survivor/wake up/left behind and 2 do nothings.
Sole Survivor/ Left Behind/ Wake Up meta is a terrible meta and not healthy for the game at all. 6.1 Ruined the game for both sides.
This. People blamed their losses on comp 4-mans too much when they often got ######### on by solos because they played bad. Now you only get beaten by those or if you just make 400 mistakes.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3227496#Comment_3227496
It's almost impossible to fix, as there are 2 matchups here - SWF versus killer and Solo queue versus killer. The game now feels balanced around SWF, where before it felt balanced around solos. Trying to balance for both is very, very difficult, and I'm not sure that status icons will make things that much better.
There's a psychological component here too, where I think survivors got a bit complacent on being able to completely pants some killers who they now struggle against.
Halloween usually sees a nice uptick, as does Christmas, so we'll see what happens there.
It's actually very possible to fix by signifcantly buffing solo queue.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/350467/stuck-in-mmr-hell
I may be getting this wrong but isn't there cross progression you can activate. Surely if you activate cross progression then your MMR will also move over.
However if it isnt an option trust me survivors don't get any better mid/top MMR. I'm a killer main and i believe my MMR hit the soft cap or is close to it. I constantly see lobbies where you get 1 survivor who knows what their doing and 3 that just have no clue or don't want to play properly.
there is no cross progression between ps4 and pc
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@itsPina said:
It definitely seems like you all overreacted. You know what is actually killing the game? 1/4 teammates completely sandbagging *every time*. The game should be balanced around all 4 survivors playing together but since most solo queue teammates either DC, die on first hook, or just troll the the entire game killer feels "OP"
It sure did kill the survivor populus. We're at the lowest point since 2020 btw!
You know for who also it killed the game? Any new players who aren't killer,or the rare casual players who make the backbone of this game.
Again,the 6.1.0 baseline buffs buffed the strongest killers and the new killer meta is infinitely stronger versus solo queue. It has killed the game for me, personally.
Survivor without a full squad is miserable and killer is plain boring.
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@fussy said:
Firstly I saw on the Wiki was that the survivor no longer had the 5% hindered, only 8% left while fully infection. I went to check with friends - and really, there is no slowdown anymore.
I'm ok with that, because I guess it wasn't too fair. But I'm not okay with having 12! sprays on the map.
I play a lot on both sides, but even more I watch the game content while I'm working. For all the time since Wesker release, I have seen only 2 matches in which all 12 sprays would be used. So this amount looks like is nothing but a joke to me.
If his passive part of the ability now does nothing and is not able to create any pressure on the survivors, it seems to me it would be fair to reduce the number of sprays to 8. And maybe add 10-20 charges to maximum infection level, so that it will not too oppressive and force survivors to spend sprays more carefully
if anything they should remove the hindered sweetheart
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@Iron_Cutlass said:
I dont really know how to put this, but Im stuck in a situation that is VERY difficult to get out of.
I recently got a PC and swapped from PS4 to PC (leaving stuff behind obviously), as a result, getting a new account (through Steam) basically has me at bedrock MMR, paired with brand new players that just hide the entire game.
Most matches result in me completing 3-4 generators and dying on first hook by either getting face-camped for running the killer too well (therefore teammates do not try to save me out of fear) or my teammates would rather continue hiding instead of going for the save.
Im stuck in a situations where I do everything yet never escape, and my teammates do nothing and also never escape.
https://us.v-cdn.net/6030815/uploads/ACDMD85NI69C/screenshot-2848-29.png
In this example, my only decent teammate was the Yui, they lasted pretty long in chase and did generators. My two other teammates hid for the entire match and both were producing constant noise notifications from having 3 AFK crows on them.
Also, I had spectated a match that lasted until the servers closed due to a prolonged time limit... 2 people were hiding from the start of the match FOR THE FULL MATCH TIMER (basically taking the game hostage for the killer as well).
Oh yeah you're screwed. You know how I got out? Play with a 3-man who already have a really high MMR. Otherwise bye bye,hope you enjoy the 90% killrate!
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@Gandor said:
I am pretty sure this was done by design so that survivors waste some extra travel time. Anyway, I think BTL is in a good spot. It's not meta, but it sure has it's usage.
This is a buff,yes.
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@VaporLion said:
increase to 33% less item consumption. This will make it so you can use a yellow medkit for 2 heals without addons. Currently Streetwise is really bad and you will only ever see it in some weird swf team for infinite locker flashlight saves. Additionally remove the effect of granting it to allies because it would nerf swf which is good. This wouldnt hurt solo q at all because noone uses off-charge medkits.
I literally thought of pretty much this buff. However I disagree with the no allies thing. What I would do is just make it not stack like it currently does.
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@Coordi said:
It's always available in Customs, FYI! 😍
It is not. Locked when the event is over which sucks
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@AhoyWolf said:
The time has come!
https://us.v-cdn.net/6030815/uploads/KLLU3FDX1RAL/cursedmyers.png
At least for the first 8 games.based
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3226664#Comment_3226664
Yeah, they need to start putting checks and balances onto a server. The matches themselves should be on a server. I really hope they go in that direction because if not, they're screwing their own game over.
I really hope they just throw out a lot of systems that are currently client side and move them server side. Would improve performance,rid us of cheaters (at least the DBD speedhack,etc. kind) and make the hits more sensible.
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@Pzyber said:
Yeap can confirm, this is horrible. Everything is as if you ran the UI on 100%. 70% does nothing for the archive anymore.
I know right? They've at least fixed the character/ping ui since..
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3226340#Comment_3226340
Good point. Also, to point to hackers, it's quite obvious it's a coding issue with all the cheaters/hackers in the game. I really think they need to focus on game health (which includes game security) instead of pushing out new content on a monthly to quarterly basis right now. Plus, all this new content is just weighing everything down and eventually will make it almost useless to try to restore any health left in this game.
The issue with the hackers is that DBD is glorified peer to peer. Instead of even attempting to start the transition back in the day the picked the laziest and cheapest path & went ahead with the minimal amount of changes needed. Servers are glorified ping stabilizers and client has practically complete authority on what happens in the game.
Insane that this game is mishandled this badly.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3226272#Comment_3226272
The devs don't play their own game on console or they'd see the same things we're seeing. And then they don't believe us unless we have video evidence and tell us to deal with it when we tell them it's difficult to do on console.
I play on XBox Series X and since the 6.0 update, the game health has been awful. Longer than normal loading screen times (2-4 minutes main loading screen after starting the game, between 30 seconds to 2 minutes loading a match), lag, stuttering, significant framerate drops, audio lag, ect.
Changing sounds does not improve framerates. Animations do very little. What does improve framerates is making sure content is released with little to no bugs/glitches, that locations/maps aren't cluttered with unnecessary objects, and codes aren't trying to overwrite other codes. My guess is there is a lot of codes trying to overwrite other codes. You have 4 players with a large list of possible perks, 1 killer with about the same list of perks, killer abilities have to compete with said perks and vice versa with survivors, while competing with objects in the map (generators, totems, ect). My overall point is the game is starting to get cluttered with code and that can cause some of the most issues in framerates, freezes, lag, ect.
They need to either fix their codes which may not ever be possible depending on how many are conflicting. or start a whole new game from scratch which would be the easier solution.
Changing sounds does not improve framerates. Animations do very little.
gotta uhmmm actually you here. their code is that bad that there are plenty of optimizations that will noticably help everywhere to be done tbh
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3226272#Comment_3226272
The devs don't play their own game on console or they'd see the same things we're seeing. And then they don't believe us unless we have video evidence and tell us to deal with it when we tell them it's difficult to do on console.
I play on XBox Series X and since the 6.0 update, the game health has been awful. Longer than normal loading screen times (2-4 minutes main loading screen after starting the game, between 30 seconds to 2 minutes loading a match), lag, stuttering, significant framerate drops, audio lag, ect.
Changing sounds does not improve framerates. Animations do very little. What does improve framerates is making sure content is released with little to no bugs/glitches, that locations/maps aren't cluttered with unnecessary objects, and codes aren't trying to overwrite other codes. My guess is there is a lot of codes trying to overwrite other codes. You have 4 players with a large list of possible perks, 1 killer with about the same list of perks, killer abilities have to compete with said perks and vice versa with survivors, while competing with objects in the map (generators, totems, ect). My overall point is the game is starting to get cluttered with code and that can cause some of the most issues in framerates, freezes, lag, ect.
They need to either fix their codes which may not ever be possible depending on how many are conflicting. or start a whole new game from scratch which would be the easier solution.
Oh yeah their codebase is the saddest codebase of a multiplayer game in history. I imagine valve devs are happier hacking things onto Source than whatever the ######### this game's is.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3226210#Comment_3226210
Mandy is a CM for BHVR and checks in regularly.
Also, the same news as usual. The same or worse on Xbox One and PS4. More stutters and frame drops and maps that barely function.
Series X and PS5 are starting to have issues on newer maps too. Garden of Joy, Haddonfield and RPD specifically
From one of the devs on twitter today's update,specifically the optimizations to anims and sounds should have improved framerates
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@defaultuk said:
also been getting the same, happened twice already in my past 5 games
i think we can safely assume this is in the "probably wont fix" bug pile
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3225486#Comment_3225486
i think for a while they were giving blighted skins to newers survivors and killers but meg being an og and not getting one is weird
Yeah this is what bugs me a ton. Been like 4 years now...
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3225119#Comment_3225119
This is the second part of the mechanic that gave you bonus prestige levels for characters you had prestiged before the progression overhaul. At the time, characters that were level 50 were not granted bonus prestiges even though they could have been prestiged at any time. This update fixes that by giving characters that could have been prestiged but weren't the bonus prestige levels anyway.
e.g. if someone was taking a break from the game at the time and didn't prestige their level 50 characters.
A character that was P3-50 was already at the maximum for the prestige catchup mechanic, so they would have been appropriated awarded bonus prestige levels when 6.1.0 released. Only characters that were level 50 and prestige 0, 1, or 2 are eligible for this second round.
Could we please extend this catch up to Level 40? It made no sense for anyone to level survs to Level 50 unless they literally play everyone.
