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Apollos

Apollos

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  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525568#Comment_2525568

    A solo survivor can still escape with a key, instead of taking a risk and going for the exits. Hatch also still exists, which means you still have to slug the 3rd survivor to get the 4th. Otherwise your 4k is left up to a dice roll. Why can't they just give us a fairer and more creative endgame mechanic?

    It only spawns with one survivor remaining and the key can only be used after killer closes it, with a progress bar.

  • @steponmeadiris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525903#Comment_2525903

    I meant that if I go to literally any news site right now, I'm at least 95% sure I'll be able to find an article about a woman killed by a man within the span of 5 minutes.

    And as a wise moderator once said, and everyone proceeded to ignore; "no one's identity is political, and there is nothing political about asking for representation."

    That's still not a fact or a statistic. Using a societal issue like that within an unrelated argument is what makes it political.

    I'm sure a lot of people agreed with that moderator, but they're allowed to be wrong. Fighting for representation is a big part of identity politics.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525882#Comment_2525882

    I agree that they're going in the right direction, and that map redesign is mostly done. I'm not happy with many maps, but it's nice that killers are at least getting moderate consideration.

    But, I agree with you that the praises are weird, because I will guarantee you that these boon totems are going to result in weeks of dealing with bugs over the coming year. Totems will get stuck, fail to function, and most of that will probably benefit survivors. I'm not even being cynical here, this is just reality, assuming past behavior predicts future behavior.

    Yeah, I mean it isn't mostly bad. It's pretty balanced overall. It's just not really that remarkable. I don't feel the need to be thankful for the game being functional, you know what I mean?

    The boon totems just don't sound very good at all. I'm sure in practice they'll be a novel thing, but I don't see them becoming a staple. It's definitely odd considering that they just added a new survivor perk centered around breaking totems and killers already feel overwhelmed with objectives.

  • @steponmeadiris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525811#Comment_2525811

    What's political about that? Those are literally just facts and statistics.

    What facts and statistics? There's no data there lol

    It's gender politics. Correct me if I'm wrong, but it seems like you're criticizing society's beauty standards of women and then mentioning real-world brutality of men against women. All in relation to gender diversity in a game.

    Trust me, I get being a female-centric lesbian woman as a male-centric gay man myself. But there's a time and a place.

  • I'm concerned that it took them this long to look over everything. I feel like that's something they should be doing regularly.

    Some of the changes are good, some of them are OK, and some are bad. I imagine the bad ones are gonna be revised either in PTB or some time down the road.

    It's not enough for me to sing their praises. It's basically just the work they should be doing for the health of the game. The fact that we're so happy about it really kind of speaks for itself.

  • @ThiccBudhha said:

    Unless the post was a typo, I think they went WAY too far and it doesn't even make sense. Why do you even need a key if it only spawns once one survivor is left? Doesn't it just open?

    Unless they meant 2 survivors. Even then, yeah, these changes were nice. Kind of feel like all the other killer nerfs weren't worth it, though. I would rather have the busted key and hatch interactions.

    You can open hatch after it's closed, but with a progress bar on top of that, I'm sure it will make the keys less attractive for dual aura reading and escaping. I think more than anything they just wanted to try to eliminate some of the sweat, but consequently made keys only useful to most players as a secondary map (which are honestly pretty rare in matches as is).

  • It adds to the asymmetrical aspect of the game, but the boon totems are still so weird that I don't see the point of having them at all.

  • Is it really that difficult for a professional game dev team to design a female character without making her a pretty little murder victim? Are all the Killers gonna keep being some tall (usually) white guy with a mediocre power and a boring backstory? If I wanted to watch women get brutally killed by men, I'd just turn on the news.

  • The politics in the OP are funny. If the game is making you this upset over real-world problems, you're too invested.

    Most licenses they obtain are going to have male killers. It's just how the genre works. They were able to get Amanda instead of the other SAW killers which is good, but they're pretty limited when it comes to Halloween, ANOES, TCM, Silent Hill, etc. Also bear in mind that every licensed killer/survivor combo has had at least one male and one female character to offset this (EDIT: I forgot Elm Street).

    Excluding that and looking at their original content where they have full creative control, we have 9 male killers, 5 female killers, and 2 equally male/female killers. It's not straight across the board, but at such low numbers, the disparity really isn't all that bad. It's good to suggest more, but it isn't as dire as you make it seem.

    There's a similar difference among survivors, with 7 male survivors and 10 female survivors.

    So really we have 4 more male killers than female, and 3 more female survivors than male (in terms of what they can actively change). If the next survivor is an original female character, then we're looking at an equal 4 for 4. Again, not a big deal, but something worth suggesting more balance with.

  • I've never had this happen. They either farm with me, camp a hook, or DC. I've never seen them hide or sulk.

  • This game isn't designed around sweat. Flexing that you sweat or play high MMR only justifies that you don't play the game as intended and these changes aren't for you.

    Then again, keys and hatch were seemingly changed based on sweat so Idek lol

  • I wanted to make a thread about the No Mither change, but I'm baby jailed for an off-color joke lol

    I'm happy they decided to buff No Mither, but they could've made the muffled sounds go to 100%. I'd much rather No Mither do that than Iron Will. I wish they would make it so No Mither negates injured side-effects too, like Oni's blood orbs or Thanatophobia. It's the only perk that actively punishes the player (and their teammates in the latter's case) in that fashion and it ultimately feels like more of an oversight than something that was intended. I'd like to see it become a high risk, high reward perk instead of staying a high risk, high penalty/low reward one.

    Distortion really needs to be changed so that tokens are consumed on cooldown. If a killer's aura reading is lengthy enough, it can all but knock the perk completely out of play in one go. Again, feels unintentional.

    Buckle Up would benefit from an Endurance effect for healing survivors from the dying state as well. As it stands, it's more of an accessory perk to Empathy and not as useful on its own.

    Up The Ante is just terrible. Until they really make luck more of a valuable mechanic in-game, it's just dead weight.

  • I don't think keys needed a nerf, but a full rework. Hatch also got thrown into the mix.

    What I would've liked to see is the removal of the aura reading mechanic from keys altogether. Make that something that is exclusive to maps. As it stands, there's no reason to use rare keys for anything other than opening hatch now. If they kept the progress bar on hatch, but made the add-ons more oriented toward "hatch stays open longer" or "hatch aura detected within so many meters" (more like Left Behind, less like maps), that would've made more sense imo. Hell, maybe even add an insta-chest opening option to give them more uses that are exclusive to themselves.

    I also would've liked to see hatch appear with 2 survivors left in the trial. That way, at most, survivors could force a tie or what the MMR considers an ideal match. Now keys only serve to open a closed hatch, which is riskier than it ever was before.

    Essentially they're even more useless outside of sweat matches. They're rare in typical matches as is, but I was hoping they'd find a way to balance things out without staying within the mechanic and changing a few numbers. I really mourn for the challenges too now. It's gonna be (even more of) a ######### and a half to complete anything regarding key.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524413#Comment_2524413

    They're still not even close to evening the playing field. Survivors have the advantage by far.

    You were really mad about keys for a long time. I don't see why you'd still be bitter rn.

  • I think at first, people might be OK with them, but I don't see the aggro toward keys lessening.

    I'm just glad I finished the really crappy hatch challenges prior to this update because I needed some help from friends to achieve them. Not looking forward to any future ones.

  • You lose pips sometimes when killer DCs too. Apparently people are sharing the DC penalty with killer now as well.

  • I honestly thought keys were fine. It was mostly a problem of hatch spawning too quickly.

    I doubt it'll be any safer to bring a key to a match though. It kind of kills the incentive to use any key minus green keys for aura reading too, since the progress bar for hatch will likely eat up an entire key.

    Really, the mechanic needs an entire rework. This is a bit more like a bandaid effect that's going to create ripples. However, since it's such a rare thing in most matches, it's something I don't think many people including myself will really take much issue with. Aside from challenges of course.

  • Honestly I play survivor 99% of the time and I don't like Boon Totems either. It eliminates the purpose of breaking them, effectively neutering perks like Inner Strength and Counterforce (which was only added months ago) in addition to making totem challenges that much more difficult to slog through, and I don't enjoy having a cat and mouse objective trying to keep them active. On paper, it might seem nice from the survivor perspective of eliminating some of the aggro you can be up against, but in reality I only see most killers ignoring them entirely and equipping more perks to cancel them out.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525190#Comment_2525190

    Camping will remain as long as survivors continue to reward it. Camping actually removes some emblem points, as long as survivors aren't also near the hook. The fact that that killer can (supposedly) rank up while camping just means survivors are rewarding it.

    If NOED is a big issue, there are perks you can equip, like Small Game, to help you deal with it.

    https://forum.deadbydaylight.com/en/discussion/comment/2525201#Comment_2525201

    Neither side is entitled to a certain length of time where they do whatever they want. The survivor did get to play, they just made several mistakes and ended up on the hook.

    As for "unfun", it depends on who you ask, since "fun" is relative.

    Well, fun according to the devs seems to rely on maximizing gameplay. While they're viable strategies, they can greatly reduce the amount of time that someone is able to play for. You can't tell me that someone who was unhooked and downed instantly, then unhooked and downed instantly again made mistakes. You can argue that their team did something wrong, but this often happens even with BT or DS and with teammates chasing the killer to get aggro.

    If someone gets tunneled or camped once the pressure is on or during EGC, that's one thing. The game has already progressed to a certain point where everyone has had the chance to play. But I'm talking about players leaving the match with 5-9k BP or less because most of their time was spent slugged or on the hook with the killer nearby. You'd be very hard-pressed to find someone who can actually say they enjoyed a match like that.

  • I rarely escape via hatch and rarely use keys, so it's something that won't affect me too greatly.

    The only thing I'm concerned about are the challenges. There's some pretty dogshit ones (as we all know) that will only be that much harder without help escaping through the hatch. People asked for it not to spawn until one survivor was left, but I feel that two would've been a better balance.

  • OK. But that doesn't change the fact that it's unfun and robs someone from getting to play.

  • Yeah, but it only happened once. And it was when I was playing with a friend so that made it less ######### lol

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512358#Comment_2512358

    DS isn't an anti-tunneling perk. Don't get me wrong, it got nerfed, and the nerf was good, but what would have actually made it an anti-tunneling perk was if it turned off when someone else was hooked and during EGC.

    That being said, yeah. I am playing a lot more survivor than killer lately. Killer is more interesting due to the variety of powers, but survivor is just so much easier now that MMR puts me with solo q players who know what they are doing.

    Honestly, the pallet thing kinda did me in for killer. Just getting blue balled so often, where I play perfectly and do what the game wants, and still get denied, I am just like, well, screw it. I am honestly just leveling up my Rift and will probably quit till the next one. Game isn't enjoyable anymore.

    I meant the conditions it activates under. Getting downed immediately after an unhook before you have the chance to do anything else.

    Hopefully people find something to enjoy again. Like I said, the game has been this bad in my experience for months and months now, so I sympathize. I just learned to roll with the punches and continue to play regardless, taking as many breaks as necessary.

  • It took me a while but I got it pretty quickly running my unhook build.

    I agree that the length of the challenges are a real grind though. I'm sure someone could stun the killer 20 times easy, but it took me days. I agree that they should knock them down quite a bit.

  • Think about the bigger picture for a moment.

    On rare occasions where you DC on accident or when the game decides to punish you for a lobby someone else DCs from, you'd be getting the penalty too. If it's too strict, you'd end up getting punished for nothing. That being said, I think it's fine where it is.

  • It's lame, but I equate it to suiciding on hook or DCing early. Just something you have to put up with sometimes.

  • Most people do tend to ignore totems. I break them whenever I find them, but I only really prioritize them if I have a challenge, a totem build, or if I suspect the killer has NOED.

    I've only ever had survivors pull my attention away from a totem when they wanna break it instead.

  • @Mister_xD said:

    yeah its pretty hilarious, especially since, no matter which side gets the nerf, the response is always the exact same:

    Survivors get nerfed: "omg the devs are so killer sided, they dont care about the other part of their community at all! this game is literally becomming unplayable for survivor without [insert nerfed crutch here]. everyone from your survivor community is going to quit this game because of this, so have fun with your dead game after the next patch"

    Killers get nerfed: "omg the devs are so survivor sided, they dont care about the other part of their community at all! this game is literally becomming unplayable for killer without [insert nerfed crutch here]. everyone from your killer community is going to quit this game because of this, so have fun with your dead game after the next patch"

    That's why it's so obvious that the people that are the most offended by the changes tend to be the people that sweat the game way too hard. Nobody has to love every change, but to take on such a strong victim complex over it is overdramatic lol

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519767#Comment_2519767

    Sadly you can't allow it because of dbd's pvp nature. Ususally pve games are mod friendly because they can't hurt anybody, but dbd is a different story. Modding just can not be allowed in a pvp game, no matter how casual it looks

    That's not entirely true. There are still several PvP games that take a more hands-off approach, like DBD used to. This ranges from PvE games with PvP elements like Final Fantasy XIV to competitive PvP games like Dota 2. Not saying Behavior has to allow it in DBD just because we want them to, but I'm saying that modding is often demonized by this community (sometimes unjustly with stretched res and hacking) and it made those mods that were in the minority seem like something the majority was doing. Opting for a blanket solution was overkill imo. But it is what it is.

  • It's too juicy for me not to prod at people over, hence my jail bars. 😭😭🍸️💊

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519722#Comment_2519722

    https://forum.deadbydaylight.com/en/discussion/comment/2519724#Comment_2519724

    It doesn't matter if 1 or 1 million does that. If there is possibility for cheating you can't allow it to exist.

    I hope devs will figure out how to remove stretched res from the game soon

    I'm sure something could have been done that wasn't so drastic. Most players that were modding just wanted to be able to customize the game to their liking. It's bizarre for a game this casual and fashion-oriented not to allow for that imo.

  • @[Deleted User] said:

    I think weapons just wouldn't have worked in DBD. Sure, he could have charged up a rocket launcher crate, taken it out then used a shot to insta-down a Survivor or something, but I guarantee it would have been too much to face off against. I played the 3 REmake and his iteration in this game is close enough. The zombies add a fun, new mechanic to the game and can either be useless, or very helpful. His tentacle is fun to use by being able to walk through pallets and walls. All I really want is a Mr X skin though, as, to be honest, I prefer him to Nemesis. Something about him in RE2 just felt more threatening, and mainly intimidating to be chased by. Nemesis is threatening but Mr X is straight up intimidating.

    Both him and Nemesis are Tyrants. Seeing the parasite on Mr X might be odd, but for the sake of it being a skin it can still work. The punching animation and zombies still fit him very well.

    Ironically the two sort of swapped roles in the remakes. The Tyrant in OG2 appeared in the same places every time, while Nemesis in OG3 had a rotation of events where he could appear at any given time that'd change depending on how the game was loaded. I kinda doubt they made the new 2 with a 3 remake in mind at all. But I digress lol

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519674#Comment_2519674

    Because the whole community know that in some tournaments the best killers and SWF were present. ######### is wrong with you trying to argue about everything ?

    I know it cause i have been playing DbD almost since launch and i have lived every update, i have been around when all the best players were still playing and i have watched some tournaments.

    It's not an argument of authority. If you play soloQ and you and the survivors you are matched with are loosing most of your trials, it means you are at a fairly low MMR as at high MMR, survivors are almost always winning.

    So now, you go check the streamers i gave you, and you will see it.

    All the top players of the community are saying that the game is survivor sided at high level but you come here to try to convince everyone it's not true cause it looks like you have a hard time winning lol...

    https://www.youtube.com/watch?v=gv2bElLrx0Y

    One of the best survivor DbD has known. Enjoy. It's individual escapes in the old system but he mostly played with friends.

    You will notice they are all escaping most of the times :) (all alive when doors are open). He did this live on twitch, red rank killers. Now convince me it's balanced.

    If you play soloQ and you and the survivors you are matched with are loosing most of your trials, it means you are at a fairly low MMR as at high MMR, survivors are almost always winning.

    Now convince me it's balanced.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519669#Comment_2519669

    oh no sun bright trapper traps and removed chase sound so killer can hear survivor better.

    I bet you did'n think about that

    A few people on twitter did it, so that means that the majority downloading mods were doing it too. Not immersion mods like lore changes or updated chase music for licensed killers. Or custom cosmetics and items.

    If people didn't take the game so seriously, we'd still be able to have that avenue of creativity. It also didn't help that people were calling stretched res or hacking (like OP) mods.

  • Nothing has changed too much in my experience.

    One match I'll get teammates that will let me die because they're too scared to approach me on hook or too scared to take a hit, and the next we'll all band together and bumrush the killer to get our last surviving teammate out. It's rarely too consistent.

  • If MMR ends up working out, hopefully that will be the fix.

  • It depends on what you mean.

    I've had several matches over the course of my time playing where a killer will decide to spare me in any given situation because I didn't run away or I gave them an item and go after my teammates instead. I've had other matches where a random teammate will pretend they're SWF with me and instruct a confused killer to hook me lol

    But in terms of a killer and survivor obviously working together in a premeditated fashion, I can't recall having ever seen anything like that.

  • There's a lot of eras they can play with. They do it pretty frequently with killers, so I don't see why survivors can't do the same.

    Maybe one of those charlatans from the turn of the century who pretended to be mediums with cheesecloth. Or a member from a runaway cult in the 60s turning their life around in the 70s/80s. Maybe even a victim of a ritual Aztec sacrifice. There's lots of cool examples historically that could link very easily to the horror genre (not that they have to considering most of the survivors we have, but still).

  • @I_am_Negan said:

    You'll never really know unless you play some matches.

    Second this. You can only really take our opinions with a grain of salt until you try a couple of matches for yourself.

  • @Pulsar said:

    Game is balanced on a casual level, yeah.

    Which is where it's intended to be and should be imo.

    The competitive scene plays counter to the way the game is (seemingly) designed to be played, so it makes sense that they're not getting the experience they want compared to the casual majority.

  • It seems too hand-holdy to me.

    Part of the asymmetrical nature of the game is being able to see survivor lobby as killer. Survivors being forced to change their lobby to benefit the killer, who already has that advantage, just seems like overkill. I get why people would like it, but I don't think it's necessary.

  • I can't remember, but it was designed to track us anytime we did anything, so we'd be up for a second and down again. It was a terrible match, but again, you have to hand it to him for being designed to do that rather than running all meta and doing it out of desperation lol

  • @Mew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517399#Comment_2517399

    i honestly dont know what they can do either. they only thing i can think of is removing the dc penalty, at least for now since thats my main gripe with it.

    also, apparently the game runs on a very outdated build of easy anti-cheat? i could be wrong but i heard it from somewhere a while ago.

    Tons of DCs get annoying, but I also think there's situations where it should go unpunished like dealing with hackers. Otherwise you're forced to make a report and a recording every time or to deal with it. And nobody plays the game looking to fill out reports (at least I hope not).

    I wouldn't know a whole lot about EAC, other than it's a real pain in the ass when it comes to mods. 😥

  • @Nathan13 said:

    Survivors who last second switch to a key deserve to get camped/tunneled to death.

    irl ⁉️😨

  • I don't have it 😭

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517419#Comment_2517419

    Oh no. 😓 I understand though, I had to chain blind the same guy at a pallet multiple times in one game to get to the 12/20 I'm at now. I'm sure he hated me. 😅

    Yeah lmao At that point, I'm like OK you can hook me, I got my challenge done lol

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517253#Comment_2517253

    I feel you on that 20 stun/blinds challenge. I keep facing the ranged type killers that refuse to break pallets. Heck, they refuse to even go near pallets.

    I kept having that problem too. I mainly relied on Blast Mine to help me out there, but got a fair amount of killers with Ruin or NOED who disregarded gens altogether. I had to bully a baby Freddy to get anywhere with it, which I didn't want to do. 😥

  • @Nomadd said:

    This is just typical crying, just like survivors cry about perks/killers and think they should be able to escape every single match - killer mains are doing the same thing; complaining about survivors' perks, thinking they should be able to 4K each match. You're not different than entitled survivor, you're just on the different team.

    Oh and by the way, I absolutely love the 'high MMR' discussion. But you know what? No game ever will (nor should) be balanced around your top tier. If you truly are in the top tier, you're there for a reason, on your own demand and well... you gotta work with what's meta. But top tier is what? 5% of players? Bit more, bit less, but still VAST majority of players are not top tier and never ever will be. I don't know what's my MMR (by the way how do you know people know you have the 'highest'? Is there a way to check it? xD) I'm definitely a casual player and I seriously wouldn't want to play the game that would've been balanced around top 5% of tryhard sweaty players. No casual player would like that. And casual players are the majority, vast majority of this game. Any game.

    And going back to playing on high level - what exactly do you even expect? Have you played any other game on high level? You know, I've been playing MTG for like 15 years, 4-5 years I played competitively, going on tournaments etc. And you think I was able to play some 'fun' cards and decks? No! If you're on that level, you play the best of the best, most overpowered cards that are allowed, you go for the win, so yeah, you play meta. It's boring, but that's the 'price' of playing competitively. When I play with friends, I play something that's actually more fun, but something that in competitive matches would've totally lost me the game.

    So... again - if you're at the top of MMR, stop complaining about it, no one forces you to hit highest MMR and if you are there, you play meta, that's how every game works.

    To add to this, people get really buttmad when the word "fun" is thrown around, but I'm fairly certain that the goal of the dev team is to make the game as fun and casual as possible. It's why there's no clear win condition and why MMR is balanced around what most would consider a tie. Anyone playing to win is obviously going to be an outlier to that.

    At this point, I'm pretty convinced that the majority of the people who complain about the game mechanics on a regular basis tend to be those who sweat and have to suffer for it. Trust me, I eat sh*t pretty regularly in-game, but I'm not here demanding changes to the game or complaining that it's killer-sided because I just want to play for fun, so I do.

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