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mutante

mutante

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mutante
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  • Just had a really fun match and wanted to add the killer, but couldn't see his profile. What is BHVR doing? There needs to be away to socialize post game if people close chat, every game does that.

  • @FGC_HELP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362728#Comment_1362728

    Every true survivor main knows you stay alive as long as possible against facecamping killers to give your intelligent teammates a chance at gen rushing.

    Killer main I presume?

    I assumed EGC.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362728#Comment_1362728

    What if there were gens left in the game?

    The right choice is to buy as much time as possible. Besides, if you're getting face camped by bubba... at least get some survival points from struggling

    Then the team is indeed dumb. Just move on. If you are that good, you will be able to grind to rank 1 survivor easily, a place where I don't see much of this type of situation, honestly...

    As @FGC_HELP said, the time that Bubba is camping the hook is sufficient for doing all gens and (almost) everybody escapes.

  • (On EGC is) Your fault. You should have killed yourself on hook to prevent the death of your teammates if you known that was impossible to save you.

  • @RockoRango said:

    • Survivors now make no sound while doing ANYTHING unless it’s an action (such as vaulting or repairing)
    • Survivors no longer turn their heads to the direction their looking, making it impossible to know if they have Dead Hard until they hit you with it.
    • The new map is extremely broken and frustrating. It’s easy to win on, but it’s still extremely frustrating when I literally can’t move down a hallway because objects (like the hallway with a bunch of goo on one side of the wall) block me from blinking/moving.
    • Most maps have had their sounds removed relating to survivor movement.
    • No sounds while on the ground is now not just a ‘chance’, it now always happens.
    • Killer lunges are broke on the survivor side, as certain killers seem to play a short lunge animation when they’re really doing a long one (causing hits that don’t look like they connect). This also applies vise-versa, where you think you hit the survivor but instead you do a short whiff.
    • Grabbing is now more consistent on the Killer side, but is extremely broke on the survivor side. You can be on the other side of a pallet, hit the ground, and still be grabbed. This feels douchy.
    • Clown is bugged, as his reload makes his movement speed EXTREMELY SLOW for a few seconds after.
    • Survivors can, once again, get stuck inside hooks. This soft-locks the game until they D/C or they’re killed by EGC.
    • The new map has a few spots that are completely safe all of the time (specifically the corner of the courtyard where you can literally trap yourself in-between pallets as survivor), and the rest of the map is baren. Extremely boring, and especially unfun when the map’s geometry is broken.
    • Btw, all survivors have Iron Will and don’t breathe.
    • Billy is bugged again. It’s not as bad as before... but Billy is bugged again. His animations are wonky, and his movement has changed.
    • It is REPORTED that gens sometimes don’t make ANY sounds. I have experienced this on the new map, but not on others.

    Tell me how all of this got through without at least SOME testing. Please.

    I’ll still play killer, and I know a lot of others still will, but the game is INFURIATINGLY BUGGED and it coincidentally helps the survivors immensely. If I didn’t know better, I would suggest rolling back until the bugs are fixed.

    "Survivors can, once again, get stuck inside hooks. This soft-locks the game until they D/C or they’re killed by EGC."

    Experienced that and didn't get killed by EGC. Killer had to DC.

  • Additional image to show map (Autohaven Wreckers)

    Screenshot (215).png

    I don't have the logs from when it happened (15 June)

  • I think they should fix audio bugs, which never had been worse, firstly. Now some survivors are making no sound, i.e no breathing, no pain, no footsteps, no fall sound...

    I hope the next chapter is the fix sound chapter.

  • BHRV needs to prioritize solving this...

    Reforcing the mentions..

    @Peanits @PatBrutal

  • Thank you for sharing, that explains a lot.

  • Nurse players: are you having a good time playing nurse in this map? Because I'm absolutely not.

  • Same tier as spirit or nurse?

    Firstly, he's as loopable as other killers. His power is easily dodgeable and if you don't let him approach to much you can drop the pallet early (as you do with clown and doctor) and force him to break in the same way. Secondly, he has the same mobility as most 115% movespeed killers except Freddy, which is average. He can't snowball as hard as nurse, and is nowhere close to spirit when discussing about counter looping. In my opinion, he is somewhere between Huntress and Doctor in the tier list because he counters second chance perks and has some camping potential, but that is easily counterable by experienced survivors that run BT and DS.

    The most common play that I am seeing is tunneling with his power after unhooking. Just jump into a locker if he's following you, because you will absolutely have time if you have BT. If you are in a SWF and your friend is injured, you can coordinate the Locker Play that is absolute abusive and will buy tons of time for your team.

  • Absolutely outrageous. Not buying anymore.

  • Object of Obsession and this map is absolutely ridiculous and needs a fix.

  • Use the matchmaking to your favor.

    When I see that my teamates are potatoes, I get the killer attention and try to loop him until I drop every possible pallet that I can (because I assume that my teamates doesn't know how to play around a safe pallet, so I prefer to drop in the right moment myself). That usually ends up with (1) killer abandoning chase (2) killer losing a lot of time, and maybe the game - repeat.

    Reparing generators is a easy thing to do. Get the killer to chase you yourself and let your potatoes do the boring job.

    Also don't get very altruistic for saving them if the killer is camping or tunneling. Most of the time is not worthy. Farm your objectives and don't worry about escaping.

  • Proxy-camp and slug until everybody is on the ground.

    After match ends, I watch the replay. Such a pleasure to see them getting rekt.

  • I think you should elaborate more about killer toxicity. Tunneling, camping and slugging are valid strategies that a killer can choose to adopt. On a personal level, I don't think they are fun, but sometimes is your last resource when dealing with a almost lost match. I've lost count of the matches that I won on the last generator just by changing my strategy to full slugging and proxy camping. For me, toxicity would be if you slug everybody and let all bleed out to death.

  • @TheCoolDBDGamer said:

    the killer experience at rank one is stressful at its best and just dreadful at its worst. I have heard many killer main streamers/youtubers complain of the same fact. Its just not worth sweating your ass off ever game just to have a chance and im done with it.

    I have lost all hope that these devs have any clue how to fix their game and im sick of SWF groups roaming around in a game that was clearly balanced around solo que. I was looking forward to the balancing map changes and im saddened to see that only the most obvious of issues was even looked at. This leads me to think that the balance team of DBD plays and balances around what feels right for low skill solo players. Ruin was nerfed into oblivion entirely because new players understandably couldn't hit that skillcheck, so the devs removed it. Even though at high ranks it only gave the killer a sliver of respite from gens flying. Pretty good job so far.

    Genrushing is a massive issue and we needed ruin to help us pressure the gens. Now with the hex ruin nerf it’s a lot easier for survs to get to red ranks who don’t deserve it.

    survivors make the killer not the power role especially with 4 man swfs with discord comms have no counterplay as they can communicate “Killers chasing me” “Found his hex totem” “Doing this generator and can you please try and run the killer for 5 gens,etc.

    this game was made for solo queue.

    i hate having to try hard and sweat my arse off for a fair and square game. Legion needs buffs :)

    When speaking about game balancing, the developers are clearly amateurs. At this point I just play the game casually and mostly with survivor because it's guaranteed fun, and I suggest you to do the same.

    As I already spoke in this forum, DbD should adopt a more serious ranking system based on Glicko2 (like Valorant, Counter-Strike, Guild Wars 2, Hearthstone (for legend rank), etc…). After this, balance the game around the highest tier of players. Those who play the game casually will stay on the lowest tiers of the rating system, and therefore will not be impacted by the change. Those who play the game competitively, will stay on the highest tier, competing with other competitive players, and then we will see more clearly the balancing issues that the game has. Taking the Glicko2 system for exemple (which is one of the possibilities - and I'm only talking about it because I have experience with, as I'm a developer of a competitive programming platform), we see is far more superior qualities than the current one because: (1) doesn’t limit the rating that you win or lose after every game, meaning that (1.1) a smurf account will easily go back to the highest rating that it belongs - in the same way that (1.2) someone that got boosted playing with friends will easily go back to their rating with a losing streak which also means that (1.3) killers and survivors boosted by items will go back to their rating faster, yet (2) it is not limited, meaning that the developers can easily see if their game is being survivor/killer favoured by looking to the average gain of the most skilled players of every side. On top of that, the Glicko2 system is easy to implement, since it’s a known mathematical model. And just needs to be adapted to the non-symmetrical design that this game has, which is also easy, just needs creativity.

    But I suggest you to give up on that. We'll still have red rank potatoes and tons of misplacements because someone don’t see that this game can have a casual and competitive side simultaneously, and is ignoring this type of community requests for ages. Just play the game casually as it’s meant to be right now.

    Sorry for any english mistakes, I'm ESL.

  • He has no mobility or map presence so, once you have finished the central generator(s), he will have trouble patroling the others. This is an issue for most of the killers so most of the time I log into the match I try to rush the central generator(s).

    He has no great chase potential if you always drop the pallet before getting shocked, so I keep myself in the wall corners, hugging the wall and keeping an eye in his hand, and decide about dropping the pallet or vaulting or running to him (since he can't attack if he just used his power). He's a very, VERY weak killer against teams who know how to loop because he's a just anti-stealth killer. If you are getting trouble with him, probably you should work on your chase mechanics.

  • @Speshul_Kitten said:

    A Developer, A Killer main, A survivor main... can anyone logically explain why I am punished for capitalizing on all my opportunities?

    https://www.youtube.com/watch?v=OQ93uLyEAvU

    @Speshul_Kitten Next time you slug everybody make sure to keep then in the floor for a minute waiting for the unbreakable and after that, do a favor for your health going to the kitchen to drink some water. If you don't want to eat or make exercises while they bleed out, open the dead by daylight forum and answer some questions while they are bleeding to death like I'm doing right now!

    Honestly, I can't see enough rewards to piping if I already got the rank 1 achievement and all the perks I wanted, so just make survivors suffer for bad game design, the same way they make me suffer when they exploit loops and game mechanics.

  • Screenshot (81).png

    I'm posting the screenshot because most of these people who say "bring a key" or "bring a [op-offering]" are not consistent rank 1 players and for that reason are talking [bad-word]. The screenshot is just a proof that I have been there.

    Firstly, winning is not escaping. You should persue a pip or safe pip, even if you are going to die. You should play proactively: choose unhook 3 survivors, do a generator, and loop the killer for 2 minutes and die instead of playing like a scared cat and get a hatch in the end.

    My second advice is to play as killer. I'm pretty sure that I'm a rank 1 player because I know how the killer's mind works. Most of the time I know when they are mindgaming on loops; I know which generators to do in order to avoid a bad setup; I know which areas have good loops; I know when to abandon loops; I know when to save someone and most importantly: I know how to abuse my knowledge in order to get a perfect execution. I believe that the biggest problems with non-consistent rank 1 players is that they understand the game, but they mess up most of the time while trying to execute it.

    You could ask how did I learn that. Simple: through the fastest way. Just watch people who have more than 4000 hours play. Stop playing and go watch ZubatLeL playing as survivor/killer on youtube. I have absolutely no doubt that you will learn a lot watching him, and your progress will be a lot faster than if you plan playing a lot this game. I would recommend firstly the "rank 20 to 1 without perks playing as killer" playlist.

    Ending, I have a simple rule: every second you should be thinking "What should I do right now in order to maximize my impact in the game?". If you have a good knowledge of the game, this will push you to play optmally, and even if you do not escape, you will be piping/safe-piping most of the time.

    As English is not one of my native languages, I'm sorry if you had trouble reading. Hopefully I have helped you.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200218#Comment_1200218

    Please understand that that is false data. The problem with this data is that any survivor that didn't escape and depipped to rank 2 is not taken into account by that data, even though they were rank 1 during the match, which is why the survival rate was so high at rank 1.

    I got it. This comment was published before posting that.

  • @finitethrills said:

    Kill stats will never be accurate. All of us know how many, many 3 escape games turn into 4ks handed to the killer on a platter even with the gens done, because so many cannot simply walk out the door while one guy is left on a hook.

    You do see an occasional afk killer pushing stuff the other direction, but there's far fewer of them than there are Survivors who would rather feed killers kills than leave 1 guy behind in egc.

    Add in failed bully squads who all swoop in to flash the killer 3x before they realize they drew an actually skilled killer and they go 3 down right there in the space of 20 seconds.

    Yeah! Before Hex:Ruin nerf I went to rank 1 because even if I was going to die, I was still piping.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200338#Comment_1200338

    https://us.v-cdn.net/6030815/uploads/910/6KD3I8P3L1V9.png

    Ill just leave it here for you from november 2019. I hope that will end this pointless thread

    This doesn't end the thread because I'm asking for developers "How much now?".

    As @yandere777 pointed, there's a lot of changes since last stats. And still, there's no lie about the thread. The fact that I missed november stats don't invalidate individual stats from April because there're a lot of things that we can't see on november stats format.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200338#Comment_1200338

    Thats perfectly fine but in this case the date you used, even if it was right, isn't useful because you immediately shot yourself in the foot with

    "My guess these win rates are between 85%-90% right?"

    Most made up statistics are generally incorrect and you also show some imminent bias in general.

    Like i said it's fine to use stats and facts for points but i guess i forgot to say to use multiple facts. And i guess fact check the stats next time too because as people stated, it already was proven that those stats were incorrect.

    Im not trying to call shots at you by any chance lol

    Yes, you're right. I completely missed Novembers stats. Would like an update still.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200276#Comment_1200276

    I remember from a while back that it was confirmed rank 1 survival rates was actually around 46%ish soooo yeah lol. But dont try to make points based on stats. Make points with stats being able to back you up but not being needed to prove your point.

    Sorry but I'm a data driven person. I prove points with data analysis and statistics.

  • @Mat_Sella said:

    This bunk stat seriously needs to die

    I don't know... for me, you can't just balance a game listening to other people's impression of the game... Most of the time they are biased and wrong. You can suggest another way to do it too.. maybe I'm the one who is not seeing something.

  • @Aven_Fallen said:

    Those 80% were because of poor statistics, because it calculated the Rank after the game. But someone who died will most likely not have been Rank 1 afterwards, meaning that these 80% were not accurate at all.

    Also I hope they dont release stats anymore - we have seen it with Killers already. Stats were posted, they were not relevant because Red Ranks were missing. Next time Red Ranks were present, and still there was some issue. People dont value the stats given at all, so I am happy with the Devs not releasing stats.

    I already can imagine that a low Survival Rate would somewhat be false because some people claim to play vs 4 man SWFs EVERY game who EVERYTIME escape and do Gens in 30 seconds, but if the Survival rate is above average, the stats are 100% valid and serious nerfs need to happen.

    Interesting... Didn't remember that. Thank you! Must be something around 70% still.. Which is still very high before Hex:Ruin nerf.

  • Hello @BigBrainMegMain how are you going? Thank you for your post.

    I love how you can finally punish them for their mistakes: (1) The first dwight run into your face, (2) Claudette is camping a pallet against a Huntress and the (3) last guy choose to run to a open area instead of running to the line-of-sight-breaker main structure.

    We're finally dopping the absurd-and-non-justificable 80% rank1-win-rate boys! (data from before Hex:Ruin nerf)! 😁

  • Just limit it to 5 to 10 players.

  • @Cheers said:

    So many people claim this game is completely unbalanced, however I disagree with this.

    Is the game better and easier for one side compared to the other, yes, however the game isn't near as bad as some state it is.

    Recently, after hearing so many people complain about how certain killers have it so hard, or rather how survivors have it easy, I decided to start playing killers that are considered weak by majority of the community, and I still don't fail to get 4ks.

    The game is survivor sided, but not near as bad as so many people think it is. Change my mind.

    What a joke.

    I should start recording my games so you can see my 20 escape-and-winning streak at rank 1. This game is bullshit for the people who know how to abuse game design. Games are so boring for me as survivor that I firstly stopped playing, then stopped watching after seeing Zubat being rekt by trash survivors on gigantic maps multiple times.

  • @NekoGamerX said:

    steam screenshot don't play killer on there much

    https://us.v-cdn.net/6030815/uploads/923/AVC20CBGLL1F.jpg

    PS4 screenshots that last one was tonight they were the most toxic

    https://us.v-cdn.net/6030815/uploads/520/MMOMISW4MG24.jpg

    https://us.v-cdn.net/6030815/uploads/173/QT7FNMUIKDQ6.jpg

    i mean really when is this going to be fixed?

    This is not intented and devs are already working on a new matchmaking system. Just have hope!

    There's a lack of killers at red ranks so you WILL be matched against red rank survivors no matter your killer rank. I have been grinding because of rank reset from rank 14 to 6 and 5/6 matches I have a red rank against me. Try to learn with the best killers (zubatLeL, Umbra, ...) and try to deal with it while the new mmr system is not available. I feel sorry for you as it's a very difficult learning curve.

  • @danielmaster87 said:

    DS has been nerfed, what, twice now? It's still the strongest survivor perk in the game. It's literally game breaking since survivors have a whole minute of invincibility, potentially allowing them to gens while injured and otherwise unsafe stuff like that.

    There are 2 different ways this affects how killers play.

    1) A killer will get 0k-2k because half the time he downed someone, they still had DS and he had to play around it so he left them to chase someone else, allowing them to get healed back to full for free. He ends up 2-hooking everyone as a result and loses. This isn't fun for either side.

    2) The killer decides to play by his rules and slugs everybody for the guaranteed 4k. Yes: DS, I think, is responsible for the rise of slugging. Even this strategy has a counter in Unbreakable or even No Mither. But if the killer is good enough, even the Unbreakables won't be able to save the survivors. This isn't fun for either side.

    There's quite a few perks on the survivor side that I have a problem with, but DS takes the cake. I think it's on the same level of overpowered as pre-nerf Mettle of Man, but people are used to it so they make an exception. Perks that punish the killer for doing their objective should be destroyed or reworked. But since that won't happen, I'm left with ZERO hope for this game. If I don't enjoy myself when Deathslinger comes out, I'll probably just quit.

    If DS deactivates when someone else go hooked I would be very satisfied. Most of the time the unsluggable and unpickable survivor calls my attention after I hook another survivor and after the down he still has DS.

  • @Brucecastro81 said:

    DBD shouldn't be played in a "competitive" way, its a game to have fun, not to sweat

    I don't agree that DbD is a competitive game nor that DbD is a casual game, what I have plenty of sure is that MMR separates people who play for fun, whom stay at lower MMR, from people who like competitiveness, whom tend to the top.

  • @nickofford said:

    At least give them a subtitle instead of a number , trying to remember the difference between Badham 2 and Badham 4 is a lot harder than remembering Badham:bloodstained

    Maps are officially named Badham Preschool I, Badham Preschool II, Badham Preschool III, Badham Preschool IV and Badham Preschool V. If you can't tell the difference, see dead by daylight official wiki information here (https://deadbydaylight.gamepedia.com/Badham_Preschools).

    Answering the questioning, I see no negatives of having 5 map variations. For me, all variations are pretty much the same since The Kindergarten is the main building on all of them, which is very different from Coldwind Farms maps, where we have Fractured Cowshed or Thompson House or Torment Creek or Rancid Abbatoir or Rotten Fields as main structures.

  • I love to play against doctor and most of the time he gets destroyed. He's not even close to be a A tier killer and I believe you should practice with some kind of skill check simulator.

  • @BulletsNonstop said:

    Killers get kills way too easy. Can that get fixed too? Just hovering around hooks and keeping anyone from playing the game. Hmm. Yeah maybe people should stop playing 🤷‍♂️ Or fix map design so vaults actually work? Make the walls a little longer so maybe the killer doesn’t just get to walk around it and be right on your ass again? I don’t know just a thought

    This is not the topic of this discussion.

  • @Fibijean said:

    I don't believe you can see your rating in LoL. Instead, you're classed into a more general rank bracket, which is based on your MMR, but doesn't tell you exactly what it is. People motivate themselves to get better by trying to move up those rank brackets, and it's entirely possible that DBD may implement a similar feature once they've got all the bones of the MMR system in place.

    If you want to self-motivate in DBD, though, you can still use rank. You will still be able to see your own rank after the MMR system is implemented, so if rank is what you use to measure your own skill, you can still do that without an issue. The only difference is that it won't be used for matchmaking anymore.

    Speaking of LoL, they could use actual ranking system (red, purple, green, yellow) as the medal system (diamond, gold, silver, bronze) that LoL implements. I think this would be very welcome.

    What I am saying is... X and Y are rank 1 killers. If MMR is kept hidden I can't tell how better X is from Y and that is horrible. People say tru3talent is good, for example, knowing his MMR we can know how good.

  • How do I feel?

    Every time I want to win a pip as survivor I burn Red Forest or Ormond Resort. Every time I'm playing with my friends we rush the center generator and start expanding, leaving the edge generators. In the end, no matter how good he is (and he is not playing billy), he will not be able to patrol the 3 generators. Very easy to do... I don't remember ever losing while doing this.

  • @Alice_pbg said:

    I think they said you can see yours, and mmr has no cap.

    So seeing how high you can go is what will motivate the competitive croud

    Oh.. you can see your own mmr? That is very, very good news if true. Where did you get that information? I didn't found it on the latest status update about matchmaking.

    Edit: they only said you can see your rank in the actual ranking system, which is useless for me on this scenario.

  • Honestly it's very easy to implement a Glicko-2 based rating system that a lot of competitive games use. There is an article about it and personally I (as a developer) implemented and tested in less than 5 hours.

    I understand why some changes take time, but *if they are going to choose a known mathematical model for the rating system*, it shouldn't be long.