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FogNoob

FogNoob

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  • @SadakoSlay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065117#Comment_4065117

    Your team doesn't have to die, they just need to get hooked. That is a massive difference. People can still survive and win the game with 2 hookstates

    That's exactly it… If you got tokens on kills I think that would be kinda fair.. it still feels like a comeback mechanic of sorts, but it would be a good counter for killers who tunnel a guy from the start of the match.

    Also, the fact you're removing charges of the gen instead of just having faster progress is just too strong… there's literally no way to counter that, no matter how much gen regression you have.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/344503/whats-the-point-of-dc-penalty-if

    Always been a problem, still is a problem.

    Get downed first? DC.

    Make a misplay? DC.

    Someone else gets downed too early? DC.

    See a killer you don't like? DC.

    Killer has addons? DC.

    Ugh.

    https://forum.deadbydaylight.com/en/discussion/comment/3166130#Comment_3166130

    DC penalties take longer to decay, and require multiple matches played where you don't DC to decay.

    https://forum.deadbydaylight.com/en/discussion/comment/3166205#Comment_3166205

    Simple.

    Make it reportable. If someone garners a lot of 'giving up' reports, audit their account and if they're suiciding a ridiculous amount early in games, give them a warning, and if it continues, a ban.

    The issue is that it traps 4 other people in a pointless game where it's harder to earn BP or pip.

    I like the idea of having a dedicated report button just for that, but I'm still not sure how effective reporting stuff to the developers actually is in this game. I mean, people report actual hackers and nothing gets done most of the time...

    I would love if there was a way for the game to track the "giving up" ratio of a player and maybe just match make them together. I mean, if someone is ruining the experience to everyone else, only fair they play together.

    But of course, the match making in DBD is already complex enough to add another layer on top...

  • @HugTheHag said:

    A survivor disconnecting in the first few minutes should end the match the same way killer DCs do.

    As for giving up on hook, maybe there shouldn't be skillchecks in struggle phase, at least while this DC/unalive oneself trend is going on. That would make the survivor have to wait for an unhook, the difference with first phase being that they couldn't take a chance to escape.

    Of course, they could find other ways to leave the match (stay under hook to be downed again), but at least that would buy time for the team rather than dying in 10 seconds.

    I totally agree, on ending the game if anyone DCs early, but I don't think there's anything to be done on people just killing themselves...

    I don't even know if there would be anyway to penalize that either... I mean, if people are having a terrible time you can't make them stay in the game. The penalty in the end is just earning less blood points in general, but I don't think people hardly care about that.

  • But he's so fun, though.... I've been playing with him for he past few days and haven't encountered that many bugs. The collision is a bit wonky but I wasn't locked in animation forever, as I've seen in a few youtube videos.

  • I don't think there's anything new about it.. when I started playing I remember thinking killer was super easy, until I started going against good survivors. I didn't even know 360s were a thing.. I remeber having no idea why I just couldn't hit some people.. lol

    And survivor solo queue has always been rough for beginners... you get 4 people that have no idea how to loop or work together and of course you'll get stomped..

    What I think changed is solo queue is rough now even for intermediate survivors... I think we need some kind of buff, even if it's just the often suggested "action icons" (not sure what to call them), to show what people are doing.. if they are in chase, going for the save, etc... Even a ping system would be nice.

    Other than that not sure what could be done. Ideally improved matchmaking... beginners should never me matched with experienced players..

  • Maybe the real incentive was the friends we didn't make along the way.

  • @WexlerWendigo said:

    I agree with this, but you also have to consider the fact that killers such as Plague counter survivor items. It's not just a killer issue.

    Do you mean in he sense you can;t use your medkit for healing?

    It still gives you a way to heal, in any case... it just comes with the downside of giving the killer it's power. If you could just use your medkit to get rid of the infection it would be too strong, I think. But I see your point.

  • I don't get it either, man.

    People are saying lucky break isn't strong because you can (in most cases) only use it once. But that also applied for decisive strike, and that was clearly OP... so yeah...

    Let's see if the devs adjust it further when it goes live.

  • The rift is incredibly SLOW to progress... specially compared to other season passes on other games.

    The one on Destiny you can complete in 2 weeks if you play a few hours a day.. The Rocket League one is even easier..

    Don't know why they make it so damn grindy to complete theirs.. I just ignore it, don't even consider buying it anymore.

  • Thank you for your reply. That makes sense! Cheers

  • @MadLordJack said:

    The Devs worship the stats and never look at the info behind them. This is nothing new. They don't care about potential, they only care about what their little tiny spreadsheet of kills and escapes tells them. Which even my highschool statistics teacher could tell them is amongst the dumbest things one could ever do.

    I generally don't like Dev bashing, it takes a lot of effort and soul to make even a barely functional game, but... That's not something that can be defended.

    I completely agree. They seem to make the most stupid changes based on "STATS". Something is being used too much? Let's not look on the reasons why, just nerf it. Something isn't being used that much even though in some situations it can ruin the fun of one of the parts? Leave it in.

    But to be fair I think that's the same reason they haven't looked into iridescent head on huntress or some other broken add ons. They are not used all that much for them to waste their precious time balancing it.

    So yeah.. let's nerf discordance without thinking about why it's used sooo much and let's leave OoO 4 men SWF going. So damn stupid.

  • Well, maybe try playing killer once and see for yourself how OP they are....

  • Really, this is bullshite. What a stupid nerf.

  • I really don't think it should be nerfed. Just bring detectives hunch or any perk that allows you to find bones.

    I mean... you have 4 survivors.. just do the damn bones! I think what hurts the game the most is not just gen speeds but the fact there is no secondary objective. When undying is in the mix you have to take some time to find the totems. Is that such a big problem?

  • @Xyvielia said:

    It’s also interesting imagining how 4 survivors would team-up simultaneously to surround the killer (could depend on the killer... Doc with his shock, for example would be a challenge, or Oni due to the size, etc.) and knock them down, maybe stuff party starters in their mouth to incapacitate them a bit, set them on fire with all the gas in the generators combined with the torches around the realms, take their weapon and bludgeon them relentlessly into a pile of fleshy pulp... possibly even hook them.

    The game stereotypes survivors (in-match) as weak, vulnerable, fearful creatures; some of which go against their personalities provided in the lore.

    I could see 4 survivors joining together to physically attempt to stop the threat instead of just running away and throwing pallets.

    Must be some unspoken entity rule that they have to appear pathetic and helpless, idk.

    If you need an explanation, one could say the entity gives super human abilities (strength, endurance and more) to the killers, so they are not really "human" anymore. I mean, the nurse literally breaks pallets with her mind.

    Also, I don't understand this desire some people have that the survivors should fight back... that would change the whole dynamic of the game.

  • I appreciate the effort from the devs but I kinda prefer the old versions.

    I feel right now it's way too dark!! And I feel they removed all the color.. I miss the blue hue from the old mcmilan maps. Everything now is so grey and muted, like a PS3 game (even though textures are much better, of course).

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649845#Comment_1649845

    That's actually not a bad idea, although in that case I would increase the extra recovering speed from 50% to 75% or even 100%. Overall, Unbreakable by itself, currently, is not that useful of a perk. Let's be honest here.

    Agree. It's a perk that can be completely wasted or just turn a game on it's head completely. I admit it's situational but I still think it's really strong.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/194886/powerful-perks-with-no-activation-conditions

    Finally! Someone who is ok with DS and wants other perks reworked instead. If I could give you 10 upvotes, I would.

    Edit: I can't see how you could rework Unbreakable, though.

    hahaha see... people like us are out there, afraid to speak our minds!

    But really, any activation condition would be better than none, in my opinion. As @Leachy_Jr suggested here, it could be picking somebody up from the ground, It could be getting downed in a protection hit, it could be unhooking 2 people in a match. I think just for keeping consistent with the rest of Bill's perks it should be something altruistic.

  • I think it's easier to say the ones I don't like, there are so many fun killers. But if I had to choose I'd go with Gunslinger and Hillbilly!

  • @NursesBootie said:

    Yeah i don't understand surge, cruel limits and some other perks. Infectious made oni viable, imagines what some other small buffa to underpowered perks on both sides could do.

    I'd say let's remove all cool downs, FFS. If I downed 2 survivors in quick succession I should be able to use my thrilling tremors twice!!

    I mean, you don't get a cool down on PGTW, tinkerer or BBQ (please, don't get any ideas). If it's not super OP I don't think it should have a cool down.

    Yeah... dragon's grip is ok to have a cool down........

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623045#Comment_1623045

    Its because they CAN'T change achievements unless there impossible to achieve, not bias...

    That's not really true... there was a time when all you had to do was get 4 kills in a match, no need to double pip. But to be fair, that seemed to be a bug and not intended. But anyway.. I mean they could just change it to be 4 kills..

  • @Peanits it seems to be a wide spread issue on PS4. Are you guys aware of it?

  • Having the same issue here.. me and a friend. Weirdly was playing just fine a few hours ago.. was something done on the background? This doesn't look like a server issue, since the game is outright crashing.

    Im also being stuck on the survivor selection screen after each game.

    Now can't even create a party in game.

  • That should NEVER happen.

    This is the easiest way to make people quit the game before even getting familiar with it. I was watching a streamer the other day trying the game for the first time and something similar happened. He didn't understand how the perks worked, he was shocked when he was hit by decisive strike and was furious when BT activated when he hit another survivor. It was pretty entertaining, to be honest but I can see how it could put off a new player from ever learning how to play the game.

    Just to be clear, I don't think it's on the devs to teach new players every single mechanic on the game, perks and all, this comes with time and experience. But I do think new players should ONLY go against other new players, or players with lower skills, just so people have a chance to actually learn how to play. Maybe it's not possible to do it.. but matches like the one OP mentioned should not happen imo.

  • Skilled huntress, no doubt. It's not just about the distance.. it's that you have to sown them A HUNDRED TIMES. jaysus....

    It would be better if it was just hitting instead of downing, but still.. pretty hard.

  • I dont understand this "dont punish the killer" argument. I mean.. you have to punish whoever is being unfair.. it's the same thing with survivors running infinites... they just removed the loops and "punished" survivors. FAIR ENOUGH I'd say! You might as well just give up whenever someone started running around that god damned slaughterhouse in the farm map. Also, survivors can't vault a window forever... which again, fair enough.

    Now, somebody says: "hey.. you know... maybe we should look into a way to avoid face camping..." and my god, people lose their #########. If this is being posted so much in the forum it is because it's something that's worth looking into and not just to be pushed aside. Also.. not everybody reads the forums everyday... if you have 3,000 posts in here and is sick of reading about it too bad for you... but as long as the issue is there people are gonna keep posting about it.. it's simple like that.

    Now I think it's really pretentious to just make a thread and tell everybody to post there following YOUR RULES because... I dont know.. for some reason your opinion is more valid than everybody else's.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454104#Comment_1454104

    Do you not see the flaw in your argument? What if the survivor is equally as good a player?

    But the whole game have situations like that.. I think if two equally good players are going against each other, one of them is gonna have an advantage depending which killer or which perks the survivor is using. What I mean is a good Nurse, Billy, Oni, PH or Huntress will most of the time have an advantage on equally good survivors and even with these killers there might be a level of "guessing" or "predicting" what the other side is gonna do.

    Said that I do understand why some people feel there's not enough information to counter the quick shots.. but then what could be done?

    Should Deathslinger have a "laser sight" that shows the survivor that he's taking aim? Kind of like the red trail PH makes before taking his shot? I mean, it could be considered as mush as a nerf (because the survivors would have more information) as well as a buff (because now the killer has a way to know when the survivors are on the crosshairs).

    Anyway, thanks for the reply. I always like your content and love to have this kind of conversations.

  • I think people don't really understand the difference between "predicting" and "guessing".

    Also.. why people want so much to punish people who are actually skilled with a killer? I played the Deathslinger for a month after release and I couldnt snapshot even if my life depended on that. I think if people put on the effort to Git GUD they should be rewarded...

  • I agree with you to a point. I've been playing survivor 90% of the time lately just because I feel it's a lot more relaxed than playing killer. There's a lot of micro managing you have to do as killer.. keep an eye on the gens, hooks, who you hooked, who you didn't, what chases to commit, etc.

    But it all depends who you're playing against. I feel SWF still have a big advantage just for being able to communicate. But if it's 4 solo survivors it's much easier. Don't know how they could balance the game around it, though.

    As for survivors, they still have to deal with moris, iridescent heads, camping, etc...

    But yeah.. I stopped playing killer for months just because it was getting too stressful, so I do think you have a point. But at the same time what can be done? Increase the time gens take to be done and make the game super boring for survivors? It's a tough one.

    Maybe a system where gens take longer to do in the beginning of the match and less time at the end of the match depending on how many survivors are still in the game?

  • Playing with friends help a lot. Also.. I think you are over simplifying the gameplay loop... hehehe

    I still feel being chased is the most fun you can have in the game, specially when you learn how to loop decently. When you escape a match just by a hair! damn, that's cool.. and if you're with friends it's even more enjoyable.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1384592#Comment_1384592

    Just like how you have a choice to move on to the next match. And nice try w those changes you listed, because they were nerfs to killer and buffs to survivor, but that's how the game goes, right? Camping IS a strategy whether you like it or not, and it's not going away. Quit getting caught so easily, and you won't be camped by noobs or mashed potatoes, because that's the only people that really do it. Any killer that's ACTUALLY GOOD and has SKILL isn't gonna waste there time camping, because your not gonna pip, your not getting ######### for bp's, and only get 1k unless the team is a bunch of morons and keeps feeding the killer instead of knocking out the gens. GET BETTER! Someone draw this guy a picture or something man. I'm done with this dude. ✌

    I'm not getting caught easily, actually the longer it takes for you to be caught, the more likely to be camped you are. Some killers just get extremely salty just because you are running away and looping. TOXIC SURVIVORS doing exactly what they are supposed to do. And yeah, I get "CaMpInG iS A StraTegY GET BETTER!!111", just dont know why you get so salty just talking about it.

    And you gonna tell me the DS change and the BT change were buffs to survivors? Are you crazy? The same with the Mettle of man nerf. They were necessary changes, I totally agree, but I think it's totally bull** saying "that's how the game goes"... hahaha Yeah man, just move on.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1384068#Comment_1384068

    Hard to ignore when there's 15+ a day. I just finally decided to reply to one. People need to quit crying over spilled milk. I hate swf's and think it's the most unfair, unbalanced thing in the game, but it's never gonna change, so why complain about it? It's already a thing, and isn't gonna change. Just like camping, tunneling, flash light spams, butt dancing, etc.

    If there's so may posts I guess maybe it's an actual issue? Maybe worth discussing and looking at? I mean, as far as I can tell that's the point of this forum, right? Also, things do change in this game all the time. DS was changed, Borrowed time was changed, Ruin was changed... the game evolved a lot because of feedback.

    Also... c'mon dude.. flashlight spamming and "butt dancing" don't really keep the killer from doing anything, does it? You're gonna tell me that a guy clicking a flashlight is as bad as camping when it has literally zero effect on the actual game? It's annoying as hell, I know, but maybe just ignore him or chase him? You do have an actual choice.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/164563/how-to-fix-camping

    Umm there is a perk that pauses hook timer though just no one uses it

    Yeah, but someone else need to run it and be close to the hook. So, it's not really your choice to run it, you get what I mean? I wish there was something that YOU could run to counter camping.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1378878#Comment_1378878

    @FogNoob

    I feel for you. Your idea is actually not that bad, but you are always going to have these players who say stuff like "Don't get caught", but the minute anyone mentions DS "Oh no that's abuseable". Like what? 🤣

    My advice? Ignore those posts and respond to the people who actually add to the conversation. That's what I do anymore when I post on these forums.

    As for your idea. I think it's good the only thing I would add is that no other survivor is near, it should proc if the killer has been stationary for x amount of seconds. I would also say that they should make it built-in like other mechanics exist to stop abusable tactics like window blockers, bloodlust etc.

    I like your idea, I just disagree with the stationary part. I mean... the killer could just camp moving around, back and forth, whatever... would be too easy to play around it. But I would love if it was a built in mechanic like bloodlust, but I guess killers would lose their ######### if that happened, that's why I suggested a perk, somethink you could use but would have to spend a perk slot to.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382843#Comment_1382843

    Sure. I hope you don't mind me replying in English. I'm feeling a bit lazy and don't want to write in Spanish.

    When that mechanic was tested in the first PTB, it was discovered that two survivors could force the killer to stay near the hook. The killer was then forced to make a choice: chase one survivor away while the other one unhooked, or stay near the hook and the fourth survivor would have more than enough time to work on generators and then come in for a rescue anyway. Since this gave all the power to survivors, even though the killer was the one who did all the work, the idea was immediately disregarded.

    The devs also tried having the first hook stage last forever (unless the survivors attempted to unhook themselves), but a similar issue arose: without any pressure to unhook, the survivors could finish repairing all the generators and unhook at their leisure. The killer was forced to allow survivors to unhook, or he would receive almost no benefit for his work. Again, this idea was thrown away.

    That's interesting, I didn't know that was tested. I still think something could(and should) be done, but I guess for now we'll just have to do gens and that's it. Thanks for your reply.

  • @ThisGuuy83 said:

    Quit making posts about it and just move on to the next match? They've already penalized killers for camping. There not pipping, or getting ######### for BP's. It is what it is man. Just suicide on the hook and MOVE on if it bothers you that bad...

    or maybe you could just ignore the post and move on to the next thread, kind of like you're suggesting yourself.

  • @BlindMole said:

    So if i hook someone and see scratch marks near by..... I'm supposed to get to the other side of the map knowing there was someone there ready to unhook and heal?

    I know what you mean, but it's very abuseable, AND terms like camping and tunneling are used so loosely by survivors it's actually hard to take them seriously. I mean the other day à friend was calling the killer à camper but refused to see my other friend chose to loop the killer in the killer shack where the basement was.... Só you know.... Bullshit.

    No, if you see scratch marks and start a chase the hook progression would continue normally. And I totally agree with you! the terms are used very loosely. I guess we would have to first define what "camping" actually is. I take kindred range as a good measure, but I understand some people would think that's too much.

  • its just that camaraderie depends on the action of someone else. If it was a perk you could run killers just wouldn't be around the hook as soon as they see the progress stopped.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1378875#Comment_1378875

    The basic "punish the killer for being near the hook" idea was tried in the very first PTB, all the way back in 2016. The problem with the idea is the "near the hook" bit, which is what survivors can easily abuse.

    yeah, tha's why I suggested it only would apply when not in a chase. I mean, the game has changed a lot since 2016, maybe it's time the devs reviewed some of these mechanics. Also.. I used to be a main killer so I do understand both sides.. but camping always struck me as something incredibly dirty. I mean.. when you're being tunneled you still have a chance to outplay the killer.. when you are hooked you're just done... hehehe

  • @clem1710 said:

    Simple. Don't get caught in the first place

    oh my. genius.

  • @Orion said:

    Already tried and abused by survivors... Stop thinking of punishing the killer for camping and think of rewarding him for not camping.

    can you tell me how/when was it tried and how it was abused? honest question. Also, would it be possible to improve the system instead of removing it?

  • yep.. just played a match with 2 gateaus... they seem to only be working to whoever puts the offering.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1196064#Comment_1196064

    In a last one standing I mean. The killer gets to see the lit up icon for the exit gates in perpetuity - making it super easy to go back and forth, they get to see any investment in an exit gate and all they have to do is guard the exit gate with some progress made and that's it. At that point in the match, it's too late for the Survivor to find the other exit gate and start progressing it. And because the killer gets full credit for the kill, he has no incentive to seek out the Survivor. Not to mention the spawn. I'm not going to get into the merits of who deserves to win and what should have been done before the match got to that point, the reality is matches do get to that point.

    In that situation I agree... but I think then it's the merit of the killer for killing everyone else... he kinda earned it..

    One thing I'll give you is the gate spawns.. I do think there should be a minimum distance between them.

  • @Nicholas said:

    I think the problem is that everyone assumes the endgame collapse is supposed to be a killer tool. The developers have made it clear it is not, it is there simply to bring the match to an end. With that said, I agree that the collapse heavily favors the killer in many many ways. And there are some situations where for example three people are together and they escape through the hatch with the key and then you're left behind? And maybe you're the one who did all of the gens or saved a lot of people or kept killer busy for an extended period of time? So now you can't escape because the killer can easily Patrol the two exit gates.

    But how exactly does the EGC favors killers? It only starts AFTER the gates are opened... just leave! If EGC started once generators are powered I would agree, but once you open the gates you won.. no need to stay back. If someone is injured or hooked just 99 the gates.. most survivors already do that.

  • Bloodlust is not a problem.. everytime the killer breaks a pallet it resets.. plus it only increases every 15 seconds, more than enough time to find a pallet and loop around it.

  • I'd say Demogorgon..

    He has a way to traverse the map quickly and keep pressure, but it can be countered by survivors closing his portals.

    His shred is pretty useful, he gets the undetectable status effect... and still he's nowhere near OP. In my opinion he's fun to play as and go against.

  • nah... I think I prefer dedicated servers..

    Let's be honest, most problems with dedicated servers come from bad connections from the people who are playing.. that wouldn't change if the servers were not there. I'm sorry you're having a bad time, but I can say my experience has been much better since dedicated was implemented.

    I say we give them some time to try to improve it.. not revert back to a system that was clearly worse.

  • I play on PS4 and I do much better with him than with Huntress. I think the winding up animation on Huntress is what kills her for me.. you have to get used to thinking a few seconds into the future to get your throws right.. and also there is no aim! Granted, people who get good at her can do amazing stuff... but I'm not one of them.

    On the other hand, Gunslinger can shoot immediately. Quick scoping is the name of the game on him, I guess. I thinks he is really fun but I still think he should be 115% speed.

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