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Captain_Doomsday

Captain_Doomsday

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Captain_Doomsday
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  • The exact same as I would without this change, because the hatchets will miss me normally, go PAST where I am, and land somewhere the Huntress is unable to retrieve them without losing progress on the chase. Good Huntresses may be able to make a couple of hatchets land inside the loop, but they still need to take the time to throw them all, and who's looping for more than 5 hatchets' duration, anyway?

  • Your grammar, actually, but you cannot articulate a valid argument against this mechanic. You have yet to establish how Huntress would supposedly be able to walk to the locations her hatchets land at without losing any progress in a chase. If pallets without long walls create that risk, that just makes avoiding them part of the Survivor's strategy.

    You being a Killer main means nothing. Not everyone is on this forum just to argue for their own biases.

  • Zoning you means you CAN'T go where her hatchets land, though. So she'd have to go out of her way to retrieve them.

    You mean "writing," by the way. If you're going to threaten me, please do it properly.

  • That's pretty much it. The game is designed in such a way that Killers are almost identical besides their M2 and movespeed, and that basic template is basically incapable of taking initiative. Nurse, Spirit, and Billy are the top Killers because they can step out of the base role's restrictions, but there's so much complaining about them from players who want looping to be the be-all end-all of pretending they're good at the game that BHVR is more likely to nerf them than raise their standards and flexibility for Killer design.

  • You're the Survivor! You have absolute control of where you run, especially against a slower character. How many of these loops you imprison yourself in also have walls for the hatchets to stick in, anyway? And, Huntress slows down when readying a throw. AND, the hatchets move in straight arcs. It's not like she's throwing them like boomerangs here. All you have to do is not run directly over where she's throwing.

  • @CoffengMin said:

    https://forum.deadbydaylight.com/en/discussion/comment/580187#Comment_580187

    some killers do the same tho , a slug build is basically fishing for dcs

    So four slugged Survivors should instantly trigger Collapse, or some other probably-easy patch we'll never get.

    I mean, if you had Killers lose BP when all four Survivors D/Ced, every single toxic SWF would do that when they start to lose.

  • Wraith is notoriously pathetic, and Leatherface is considered the absolute worst Killer in the game now that Freddy's been reworked.


  • @Jdsgames said:

    @Captain_Doomsday what are your thoughts on this suggestion. It is the extended form of my shorter post on the other thread.

    Like gen skill checks, I think they should be at random interverals with a minimum time between them, rather than every 5 seconds, and adding new punishments for emblems would cause a lot of backlash.

    Though I still support anything other than the mash system.

  • @Hagging_Trapper said:

    This is not good idea, imagine Huntress with instahatchets who will have infinite hatchets cause survivor is looping her around low-terrain loop like Blood Lodge ones, you can hit at certain points even crouching survivor. She will hit you at some point no matter what, cause she will insta-retrieve missed ones.

    Don't lead her on a chase path that lets her step over where her hatchets will land.

  • Reminds me of the time I soloed two generators, was the only one to unhook, and got abandoned by the remaining two at my first down opening the escape gates.

    SWF is kind of bad for everyone but the SWFs, but you can't have a game that doesn't let you play with your friends, and you can't only match SWFs with other SWFs when that only applies to two-man teams.

  • Maybe I should just hang the game up for another year. It seems a little better each time I come back, but never progresses by any increments I can actually see.

    Sure glad they're making more stuff they can sell instead of making the game better, though. Always a good sign.

  • @Tzeentchling9 said:

    It only takes 80 seconds minimum to pop a gen. Losing two or three during the first chase is standard, especially without Ruin.

    So each Survivor takes 3 downs without Moris, assuming the hook has no obstacles, and for the first hook of the first Survivor, it takes 3 gens, and camping is bad so they're getting unhooked, so for the second down it'd take another 3 gens' time, meaning 2 gens and the door, so a Killer should expect to get 1 kill a game, assuming they camp the second time or nobody retrieves the martyr?

    Or are all pallets exhausted for the second chase, so we can assume it takes 3 gens for the first, 2 for the second, and if you have NOED you may get a second down whether or not they take the time to cleanse it, so if both of those downs are abandoned you get the 2 kills the devs consider balanced?

  • @Casm said:

    The simple fact that we can unlock the majority of the killers, survivors and cosmetics without spending a single cent beyond the base game is already extraordinarily generous and the prices for all of them with RL cash are definitely fair. I don't see any need to adjust how the shop is currently set. Just my 2cents.

    Putting aside the massive cost, you're thanking a paid game for locking out gameplay-affecting content behind a paywall, then making it theoretically possible to get some of it back by eschewing cosmetics.

    If shards were just for cosmetics, I'd have no problem, but while Survivor perks can theoretically be bought at the Shrine (at an insultingly high price), entire Killers who are fundamentally different from one another cost either hundreds of hours or $7. On a game you paid just to have.

  • Did they have toolboxes? Toolboxes speed up gens and IMO that's bad design, even compared to the Sabojake era.

  • @CosmicScientist said:

    https://forum.deadbydaylight.com/en/discussion/comment/577968#Comment_577968

    As per the wiki (remember each emblem awards 0-4 points each, so there are 16 to get in total):

    • Rank 20-17, 9+ emblem points to pip
    • Rank 16-13, 10+ points to pip
    • Ranks 12-9, 10+ points to pip
    • Ranks 8-5, 11+ points to pip
    • Ranks 4-1, 12+ points to pip

    As you can probably see, it gets harder to continue to pip unless you equip time wasting perks like Ruin, hook multiplying perks like BBQ, or for survivor you pick time wasting perks like Adrenaline or DS.

    https://forum.deadbydaylight.com/en/discussion/comment/577940#Comment_577940

    I personally wish generators would change the map more to invalidate areas for hiding or looping (it's a completed area - no-one should be there anymore), looping around a single pallet had entity intervention like windows (the game should direct you to be chased across the map otherwise the other survivors are bored) and I wish building windows had limited total uses (e.g. 1 use) because even streamers don't touch the the buildings of ironworks, suffocation pit, torment creek, rancid abattoir and mother's dwelling for how safely they extend chases, with pallets nearby for if the windows do trigger the entity, I know suffocation pit fails to due to its length even as a 115% movement speed killer, which didn't make for a fun game.

    I might even prefer a one use building route per map that actually lets you escape the killer because at least then you can go and patrol other generators rather than pretend a 3-5 gen loop is fun for the killer or the survivors who are just holding M1 elsewhere.

    The map shrinking as generators are completed could actually be interesting, but if gens towards the middle of the map just made a big round obstacle, that would only benefit Survivors in most cases.

  • The game is fun and all but I know friends that refuse to try the game because of a multitude of problems getting into.

    Honestly, it's a $20 mobile game. If you aren't a whale, you're going to be at an overt disadvantage.

    Except mobile games tend to have single-player modes...

  • Might I suggest:

    -Flashlight can be shone over the shoulder/held backwards when running, forcing Killer to avoid looking directly at their target or else rely on their sense of hearing to chase.

    But,

    -Flashlight doesn't affect Killers locked into animations.

  • Something would be nice, but I was thinking more like their teachables being available if they haven't been unlocked, or splinters for the DLC characters being much more common. Maybe just a birthday hat cosmetic for them, for everyone with an account.

  • They also disable lore when finding a lobby, for some reason.

  • @Lametart said:

    With the amount of people being toxic youll end up with worse lobbies xD nah but actually yeah a block function would come in handy.

    Would you rather wait for 1 minute for someone you know destroys fun, or 2 minutes for a game you might like? I'd take the block, too.


  • The coin addons for Killers are generally worth less than nothing, while chest perks aren't as unpopular as they used to be its still generally silly to use an offering to counter them when you could get more BP for yourself without affecting the game to much.

    Why not get the best of both worlds and let Killers smash 1/2/3 regular chests, both eliminating them and getting something for themselves (if they find them first or eliminate the player who looted them)?

  • "Wraith is fine" is funny.

    "Nerf Cannibal" is tragic.

  • Hi everyone, I just played a match with a pig and I understood that she's the weakest killer in the game.

    I don't see what's abnormal about this experience. Unless you were, like, Rank 16-. But there's been a rank reset, so even then.

  • Dude, just put the game down. For like a year. There are plenty of better games, even if none of them are asym horrors.

    Well, White Noise 2 and Soul at Stake are better and asym horrors, but one's dead and the other's the same price.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/578792#Comment_578792

    You realize not tunneling is a thing, right? Don't play like an ######### and you won't get punished.

    "Stop trying to kill people!"

    I mean, I attack the person I've hooked less, given a choice, but that's directly working against my sacrifice BP. I'm aware that's putting myself at a disadvantage. "Tunnelling" is just a Killer not being nice 9/10, with only the remaining 10% being the overt spite of ignoring other players to eliminate one from the game.

  • I have issues with being disliked, so I play any opponents.

    Then I leave if their best looper sprints up to me, clicks their flashlight, and 3 gens go off by the first hit.

  • If they're tracking it, I assume, in good faith, that rewards will be given retroactively.

    And I'll be truly disappointed if I'm wrong.

  • @Shiroku said:

    Hello!

    I'm one of the 5 ACM team members that are responsible for taking care of in-game reports / player reports filed through our support desk.

    I can assure you that we have a zero tolerance policy for players insulting, being generally horrible to others, threatening others or their safety.

    I have personally resolved many reports, some containing very vulgar content.

    I would love for you, our players, to know that there is a team of real people handling these reports and we care very much about the things that happen during gameplay and in our chat system.

    I'm very sorry to hear players have treated you so poorly, it saddens me ro hear it has ruined your day, you do not deserve that. I hope my message brings some reassurance and offers some relief.

    We love you guys and appreciate all of the support you show the game, we try to keep the environment as clean as we can but it is a lot to maintain and we are doing our absolute best!

    Please be kind to one another in-game and remember there are always real people with real feelings on the other side. ♡♡♡

    That's actually news; I assumed reports went straight into the dumpster. Statistics, at best.

    Does commending a player do anything? Because I forgot to upvote the best team I've ever played and feel bad about that.

  • I wouldn't mind so much if the rate you got shards wasn't RANDOM. You should get more shards per XP as your level increases, plus a bonus for Devotion (in shards or cosmetics), to reward continuous play. Instead, some level ranges will give fewer shards than their predecessors, so it's basically just a homogeneous grind.

  • @Jdsgames said:

    Make it skillchecks. Like every 5 seconds but kinda like autodidact there is only the good skill check section. Nothing hard just less keystroke.

    Give struggle BP for the checks and it's a deal. But you must miss 2 consecutive checks to die.

  • @Laakeri said:

    I may not be always getting +28k on my Trapper, but sometimes I just feel like playing him even tho I know odds are stacked against me.

    I would say bp gain is much bigger issue for survivors how categories get capped and I'm glad they are fixing some of the issues in next patch.

    I sure hope that means BP caps are going up for everyone.

    It's one thing to be able to accept lower net BP to try to have fun, but getting what you can earn suppressed feels bad.

    And outside of BP, toxic players rubbing in their victories is much, much worse, but I guess that's another topic.


  • I hate to make this post because I know most people dislike “goodbye” posts. But I love DBD. It’s hard to admit I’m no longer having fun.

    Honestly, "goodbye" posts have a lot of relevance because they tell GOOD devs what they're doing critically wrong, especially when long-term players submit them.

    And yeah. Basically, Killer matchmaking should be individualized per Killer. If you're in the Red Ranks because of your Spirit mastery, you have simply LOST the ability to play over half of the roster with any measure of success. You're essentially punished for having done well.

  • Yeah, both are allowed, but it'd be pretty amazing if teabagging was bannable.

    Well, I guess toxic Survivors would just switch to gestures, so nothing would really change.

  • Can't say I've thought much about it, playing on low settings as I do.

    Though diversifying pallets would be nice.

  • With Legion, the biggest issue that we saw, and probably the most vocal feedback was that there was no counterplay to his power.

    Yeah, this is what I always thought was meant by "Power Role." If the Survivors initiate every action and have immense influence over what the Killer can and cannot do, THEY would be the "Power Role."

  • These are the last 2 killers I've yet to unlock. Which is the better choice so I don't waste my money?

    You can get Clown with shards. I wouldn't recommend buying anything, but if you're going to, get Pig.

  • @Mister_Holdout said:

    Map design needs a nerf.

    Shrinking maps would actually do a LOT to balance the game. It wouldn't be too big of a buff to the already-top Killers, but the slower/lower tier ones would get a huge leg up.

  • Yeah, the bloodweb system is terrible, and prestige tossing your perks is injury to insult.

    You'll absolutely have to rebuy a ton of garbage after prestige. Make sure you use all of the addons and offerings you have before you do it, too.

  • My ideal for Trapper is spawning with and carrying two traps, but having a "respawn meter" fill constantly, replenishing a trap each time it completes. Since it would stay at full if Trapper already has two, that means there's a total base stock of 3 traps, along with no need to play fetch.

    The other option is to give him 3 traps with no replenishment, but add traps to lockers as hatchets are (since picking them up from vault spots often makes Trapper vault for want of an action cycle button), and then increase the amount of lockers slightly.

  • @MySpaceBarsBroken said:

    The reality of it is that the player base consistently drops over time, and only gets boosted temporarily through events, and if theyre lucky permanently through new DLC and licensed killers. Most people buy this due to their favorite killer being in the game. (I know i only tried this at first because i wanted to play as jigsaw since i love the saw movies.) BHVR has a monopoly on this style game mode, since the licenses will never sell to their competitors.

    But since the tunneling camping issue is an incredibly common phenomenon for reasons like having TTV in your name, looping a killer for more than 15 seconds, crouching once in the killers peripheral view. And BHVR refuses to make borrowed time base kit for survivors before the doors are powered, which would only protect the integrity of the match, and a survivors worst case scenario of experience, giving at least a chance to control their character. Killers knowing this mechanic exists would only discourage tunneling and camping... However this mechanic does not exist, nor does any to protect the experience of worst case scenario survivor gameplay. (Which happens all too often in solo ques at any rank).

    But if that survivor is having a bad experience, then the other 3 must be escaping and having a good time right?? But what happens when the victim quits the game. Whose your scapegoat now? Someone fills the void, then they quit. Then someone else, then they quit. (or maybe they just become killer mains who knows?) (maybe thats why theres so many more killers than survivors)

    So on so forth. I know for a fact no one in this forums sits through more than 2 or 3 games back to back of being tunneled and camped, with literally no opportunities or to avoid it.So people quit. And maybe they come back for an hour or so just to see the same 1 game mode after 3 years with the same M1 mechanic.

    End of the day the game has no life span, it only slowly decreases in its player base due to lack of interest ( it just gets old) even after taking a break. Even if you dont lose lack of interest you usually get fed up with experiencing survivor gameplay pretty darn quickly since having no control over your character and fate feels very VERY bad. I didnt even mention bugs and issues.

    The reason the player base stays afloat is because they spend all their efforts on short terms marketing gains. Add a new flavorful licensed killer every 3 months and all the fans of that killer have already filled your pockets. Its not a bad business strategy but it doesnt increase quality of life for the game. They figured people eventually quit games eventually anyway so why waste their resources on quality of life? When they could be making a new killer and get more $$$$$$$$$$$$$$$. Why do you think they're targeting stranger things next????

    The length of this post is the only reason it's not getting more props. It's pretty much nailed it. DbD is the Facebook or Youtube of asymmetrical horror games: Terrible and unyielding in its ways, with a highly toxic community, but utterly unrivalled so it's them or nothing. They're using this chokehold to deny every other game licensed killers, as well, so they can pocket their DLC money on a regular basis and stop caring once the sale is made, with no hope of competition.

  • Info like that is why SWFs have an unfair advantage. I thought you just meant making a gen progress meter appear over the gens without directly touching them, and even then, I would say only give Survivors that info if they were near it when it was last interacted with (lost on Killer kick).

  • @MySpaceBarsBroken said:

    https://forum.deadbydaylight.com/en/discussion/comment/577400#Comment_577400

    Great attitude. I wonder how you conduct yourself as a killer 🤔🤔🤔

    Did you just assume a guy with a Bill icon is a Killer main for being toxic?

    Because that sort of highlights why this game is losing players.


  • @Jdsgames said:

    Or we just change the animation to look down and back up towards the end?

    If the animation looked up after just a glance at the pallet, I'd honestly let it slide.

    It's mostly just that it's an exploit people are trying to argue was intentional (if flashlight blinds were intended to be unavoidable, unlike every single other PvP interaction, looking away wouldn't help, or would at least take a much wider angle), but pallet breaks have a BUILT IN penalty for Killers, despite being necessary actions. Adding flashlights no longer requiring aim, timing, or positioning on top of them would be bad design, but I'm wholly convinced it's an exploit until a dev says otherwise.

  • @[Deleted User] said:

    To give a sense of progression even though the only progression is literally just a number counting up and nothing else.

    People like numbers going up.

    Can the number going up make the other number go up better, instead of sometimes worse?

  • @Mikeadatrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/577836#Comment_577836

    Man, I just wish survivors would get that I'm trying to be chill and let themselves relax a little on the blinds and the bagging. Like, dude, I'm doing this for BP not pips.

    This is it. This is why I had to ask.

  • I have legit never D/Ced before witnessing the ungodly slappergy coming off of this decision to directly BREAK the matchmaking calibration.

    Although I saw one Killer who settled for AFKing.

  • Co-op or Vs. Killers would have made this game something I could recommend years ago, and it's a perfect opportunity for a Legion rework to include, but you might not want a flat doubling. It would take playtesting, but I imagine 6 Survivors needing to fix 8 gens would be about right.

  • I figured it was a good time to try for Adept, so I took my lil' level 11 Billy and didn't expect to need any fancy addons and got absolutely reamed within 2 minutes by genrushing SWFs at maximum tryhard.

    Although once I got a single rank up, I met maybe the best group of Survivors I've ever played against as Huntress. Did you know that Survivors can use stealth, jukes, and team intercepts instead of just looping and rushing gens!?

  • Why can't we just have her automatically pick up thrown hatchets she passes by? Then she would have nearly infinite reload in wall-intensive maps to compensate for how difficult shots are to land.

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