BoneFish
BoneFish
About
- Username
- BoneFish
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Comments
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@brocktree said:
https://forum.deadbydaylight.com/en/discussion/comment/925570#Comment_925570
Yes but lockers aren't in every square inch of the map, and now you have iron maiden since legion to counter that anyway. My point isn't that there is no counterplay, but there isn't much and there is no downside to that perk. You already are getting a leg up with the hook, now you get extra points and free information unless people have been able to find a locker
Why the hell should a perk have a downside? What's the downside of running Decisive or any of the other myriad of survivor perks?
If you 4k consistently without running Ruin then you're playing against potatoes, even if Ruin lasts 30 seconds, it's a big deal; and with BBQ, you get some free information that's far away from your hook, big whoop, it's helpful but the fact that you think it's a crutch is beyond ridiculous.
I've been rank 1 killer every season I've played and I am saying objectively that you don't know what you're talking about. Against your rank I could probably 4K without any perks, does that mean all perks are crutches now?
Stop using anecdotal examples, it's not a good look.
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The problem is that they're trying to balance the game off of a solo experience when it should be balanced around SWF.
It'd make solo challenging, but who cares? In what game online isn't solo challenging to a degree?
Here's the thing. People have suggested that SWF be moved to it's own queue and the response is always "Well then no Killer would play it and survivors would have to wait forever."
So if that is the case, then tell me this, how is a feature in a game good when ONE HALF of the entire game doesn't want to play against it? Is this really that hard to figure out?
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Ruin is kind of a joke right now. It slows the game down, that's it, and against good survivors it doesn't even slow it down enough for me to consider it a 'perk' more than a necessity.
Aren't perks supposed to be something optional that you run because you feel it gives you an advantage in a certain aspect of the game? Good survivors power through ruin like it's barely even there and not to mention, being a hex, it has a ton of RNG on where the totem spawns making you lose it almost instantly sometimes.
In alot of ways it feels like this.
"Choose Hex Ruin to make the game somewhat winnable, but still difficult."
"Don't equip Hex Ruin and the game is over in 5 minutes because gens get done so fast."
That's not a perk and honestly, if you're struggling vs Hex Ruin then you just need to get better as a player. Good survivors have demonstrated OVER and OVER that Hex Ruin is not that big of a deal and is just a necessary slot the killer needs to slow down gen speed to a "Reasonable" degree.
Honestly I hate Ruin, I don't want to run it every game, I feel like I need it though alot of the times and sometimes I feel like I just get 3 perk slots because of it. They need to take a long hard look at how fast gens are done without Ruin and balance it based off of that.
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@Fibijean said:
I think there's a place for both. I agree that the opinions of players who aren't experienced or good at the game should not be weighted at the same level as those of players who are, and you're right that most people's feedback doesn't matter and hurts game balance because they don't know what they're talking about.
However, although top-level players are more likely to know what they're talking about, they're not necessarily excluded from that group. Most people, quite frankly, don't know the first thing about game design or game theory. Many popular streamers, experienced and knowledgeable about the game as they may be, don't know the first thing about game design or game theory.
That's where the devs themselves come in - most of them have been designing games for years professionally, and many went to college or university to study game design. So even though they may not have as much experience as some of their players with the game itself, they do know how games in general work, and that's also valuable, because experience doesn't always equate to understanding.
So basically, while I understand and agree with your point that experienced players have valuable and unique contributions to make when it comes to balancing, I don't think the opinions of the developers themselves should be disregarded altogether. Ideally, they would seek the opinions of high-level players with a lot of experience who also have studied game design/game theory/programming and understand how these things work.
Essentially, I think there's a medium that needs to be struck between experience and knowledge in order to balance the game properly. Not everyone has both, and that's also important to take into account when deciding how heavily to weight individual opinions.
I don't get how understanding game design (I.E. programming) or game theory (which is an extremely vague catch all term.) equates to understanding variables of balance in a competitive game. It's not that complicated really, even if you do want to just get to hard numbers.
Here's an example. It's pretty common knowledge that Hex Ruin is ran almost constantly (Not always) at all ranks. But why is that? Is it because Hex Ruin actually offers that much of an advantage that tilts gen speed in the killer favor or is it because Killers feel like they need it to slow the game down? Those are two very different things which can only be assessed with experience playing the game.
To answer that question, I've had games end in 5 minutes with all gens done while running Hex Ruin. Does it happen all the time? No. But the fact that it can happen is all that really matters when it comes to balance. They aren't seeming to understand this concept.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/923064#Comment_923064
Look I know we all have our frustrations but please keep it to the subject
It is on subject. My point is that the value of perks needs to be less homogenized and in your face and more up to the person running the perks to find use for them. (Which I think there are some.)
I mean, you're saying surveillance is garbage above. Like uh, what? How is it garbage? It's great on some killers like Freddy or even Demo to an extent. It gives you free information on something to know what to use Pop goes the weasel on or what gen to pressure.
Like, what, do you want every perk to just be a passive perk that gives you some sort of benefit like BBQ? I think you're failing to see use here.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/922994#Comment_922994
In my post I never said you can't get ANY use out of these perks, but the effort you need to do so is huge and the chance of sucess is small
What they really need to do is stop punishing people for finding creative ways to use perks.
Case and point is Legion. "Oh on hit stuff works really well with Legion! We can use Legion again!"
BHVR: "Feral Frenzy no longer applies on hit tokens."
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So why play Oni when you can play Billy?
They both offer the same thing except Billy just does it better. They both close gaps with their dash and they both have an insta-down. The difference is that Billy can do it whenever he wants and Oni has to charge his power.
What MADE Oni different than Billy before the nerf was that his dash was objectively better because he was able to flick easily into a down while being extremely mobile, with the downside of it not being available at all times.
So what, now he's just a worse Billy? I mean do you honestly think his dash is that much better than Billy's to even warrant him having to charge it up? It might seem like it is on face value but in reality it just lets you get close enough to try to land a really slow M1 that is jukeable. You're not hitting any good survivor with that crap consistently.
I might as well just run after them with billy and charge my chainsaw. Atleast I can do it whenever I want.
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@Knightsofren27 said:
There has been a ton of people in the community always having debates and wanting to blame others or blame the game and it's developers for stupid things. I would like to address toxic behaviors towards other members of the community and the game itself.
Patience is a virtue, behaviour should never be blamed. The developers of the game are spending their days constantly working on this game, yes they more than likely love their group and the game itself, and working on it, but you guys are always constantly complaining about a nerf or rework, even the mechanics. Every game has it's own bugs and issues, the developers are constantly working to fix them and appeal to each side of the community. There is no reason that you should ever blame them especially since they made this game for people to play and have fun and didn't have to make it at all. Toxicity in the community is terrible from in game actions to wanting a rework or nerf because of a player's skill or what happened in a game. What is the most stupid part is that this is an argument over a video game, a beautiful one at that. Videos are made to have fun, if you can't accept a defeat and play the game for fun, only to win, you're never going to be able to have fun with things like this, you should stop blaming it on other people at least.
This game is made for people to have fun. You should always look for a bright side in a match because you are playing with real people, skill levels are different and all it takes is a little effort along with a positive outlook to have fun. Don't Disconnect because you die, the disconnect feature is made for the event that you have to leave, though you are in a match. Don't ever lose your positive outlook, if you do, not only will you make the game a lot more dull, but you will start to bum your team mates out as well, that makes it fun for no one. We all would like to have fun, winning isn't the only way to do this, I have learned that if you pip or safety pip in this game, that is a win. You should always strive for fun over victory for the reason of there being little to no disappointment, or rage involved and you won't drain someone else's fun. In the event you are angered by something, take a break then come back to the game.
I get that the game has bugs and that it can be frustrating, but the developers really do work incredibly hard to work on this game for you. Think of it this way, single player games are made and published with bugs, very few of the bugs get patched after release, so that's not very different from this, the difference is that the developers for this game are striving to please everyone and make the game be fixed and enjoyable for all.
What I'm trying to say and do is get people to stop antagonizing and instigating situations, and complaining, just play and have fun, report bugs, and they'll get fixed. That is all, thank you.
I disagree. Fun is subjective and playing to win for some people is the same as playing for fun. I personally am not having fun if I'm losing, that doesn't mean everyone has this mentality, but it depends on your personality as a person and why you play the game. Don't assume everyone has the same notion of 'fun'.
Yes BHVR probably values this community but in the end, if you don't realize that monetary gain trumps BHVR caring about the community in general, then you have a very naive outlook on the world.
Also, people spend money on this game and regardless of whether or not the dev team works hard is irrelevant. Whether or not you create an IP doesn't matter, if other people share their time into it then you are beholden to them to either create quality or face backlash.
When you share something with the world, it is no longer simply yours, and whether it's time or money, it belongs to everyone that invests into it.
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@dooces said:
75% killer win rate, and preteen killers complain about them still having that 25%. you want people to stop dc'ing? give them more than a 25% chance to survive. moris go, keys stay.
75 percent killer rate at what rank though? Nobody cares about the win-rate rank 15-20 survivors who don't know how to play the game. I guess except other rank 15-20 survivors and I gaurantee you that the win-rate is not 75 percent at high ranks, at all.
Also what are you qualifying as a win, a 4K? Pipping? If it's pipping then you should know that killers actually lose points for mori because they get less objective BP. Good survivors dominate the game pace with an understanding of how and where to loop while doing objectives.
I don't get where you're getting this data from but I can only assume it's from a non valid area of the game again. (low ranks.)
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People tend to get so caught up in meta that useful gems tend to go unnoticed.
You can't change something simply because someone doesn't use it often and alot of under-used perks have been used to great and creative effects. I agree though there are some that are under-whelming, but I think most of the 'bad' perks so to say instead fall into a grey area of usefulness.
BBQ, Ruin, etc. are all really easy to see their benefit without any thought going into them which is why they are good and used so often. I personally hate Ruin because alot of times it feels like a perk that you need to run or gens get done in 3 minutes. Ruin in alot of ways barely feels like a perk and more like a safety net for the already fast progress speed of gens vs good survivors. (And even then sometimes it lasts 3 seconds.) But that's neither here nor there.
However some perks like Huntress Lullaby can be used for niche situations with hard skill checks. Iron Maiden for example is an awesome perk to run with BBQ as people like to hide in lockers. I think alot of these perks need to be used alot more with someone who thinks outside the box a bit before judgement can be cast.