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Gravnos

Gravnos

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Gravnos
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  • @Jholla31 there's also a ton of boardgames that handle the scenario you outlined really really well. Evolve did it well before it's death too.

  • That's fair, but when your goal is to win and the game is built to reward gameplay styles that aren't fun for the other side (Look at Twins that excel at slugging) it sends some strongly mixed signals.


    Heck pretty much every round I win, I'll let the last survivor go and who knows how many pips/bloodpoints that has cost me to let someone else have a nice time.

  • That's one of the biggest issues in this game. I've never played another game where I have to go so far out of my way to make sure the other side has an enjoyable game.


    When playing killer it's just more effective to go for tunneling and slugs if your goal is to win. Then again we still, 4 years after launch, don't know what a 'Win' is.

    I personally go by hook count so it helps me not tunnel, but truth be told the best way to make sure no survivor leaves a match is to play like a slugger/tunneler/camper and make sure they don't enjoy the match. It's a shame.

  • That sounds like hell for many reasons. Killers already can't swap their character after Q'ed up asking them to redo their build in that minute because two friends want to play together is nuts. Also what about two different groups of 2?



    IMO you can't balance around some people communicating and some not. There's entire gameshows built around that idea. Instead give players the tools so every single match feels on the same level as SWF then balance the game around that.


    Let survivors talk in game via text or opt in to voice then buff killers around the idea that everyone is now SWF capable.

  • @finitethrills said:

    The proper way to limit tunneling is to create an actual, tangible penalty for being injured. Currently, there is zero solid reasons for a killer to let an injured survivor go vs a healthy one, because that injured survivor is just as effective at everything as the healthy one. The only way to limit that survivor currently is to actually down them.

    If being injured carried significant penalties to actions, there'd be a lot more reason to let them go and try to get someone else injured instead.

    It won't eliminate tunneling, but it would provide an actual benefit to NOT tunneling.

    This! An injured survivor should, by default, repair gens slower. Give motivation to find healing which gives killers map pressure.

  • I'm sure it'll be a perk soon enough since BHVR likes to create a perk instead of Addressing core issues on both sides. It'll probably be like Steve's Camaraderie perk.


    Killers understand DS just not when they have already hooked another survivor and the first still has ds up.

  • Personally I go by hooks. I could just facecamp and have boring games with easy 2k , I'd rather get a ton of hooks even if all the survivors actually escape. I try not to let survivors fall from first stage to second because it's just so boring.


    0-3 Hooks = big defeat

    4-8 = Tie

    9-12 hooks= win.

    I'd rather hook everyone just once for 4 hooks than just facecamp to get two killed. This is a big part of why I've stopped playing DBD though, there's no clear condition of a win and if I want to win in the traditional sense I'd just bring ebony Mori and NOED ect every game but I kinda hate all that.

  • Heather for me!

  • @orpheusbr said:

    BHVR,

    it's really painful to see how you neglect your old players.

    I started to play DBD in 2018 and really enjoyed to have owned the skins from the Summer BBQ Event. Unfortunately, with this new message about what you guys did with the exclusive event skins of 2018 I simply cannot absorb it quietly...

    This message that you do "the community's best interests" it's so bad for old players that seems you neglect and ignore us. Why should this be "the community's best interests"? It doesn't make sense to give free these event cosmetics for everyone and I didn't even talk about legacy skins that are a heavier problem for those who played the game in 2016!

    It just makes me feel that, in the future, the next event's skins that will be released in this game will be available for free soon for everyone without any kind of participation and dedication of your players.

    Truly disappointed and unmotivated with future events.

    https://us.v-cdn.net/6030815/uploads/K0F81X6VFX1G/image.png

    I'll never understand this mentality. I've been playing since launch, why would I not want people to have an easier time than I had? It was fn horrible to grind at launch and it's barely better now with so many perks. Let people have neat things, it doesn't make yours less special.

  • @Kind_Lemon said:

    Yes, perk tiers. Remove perks from bloodweb (outside of the first tier) and implement a system where we can level them up externally from the bloodweb. (eg. pay 7,000 bps to upgrade Spine Chill Tier II to Tier III, Ultra Rare?)

    Holy ######### that's an incredible suggestion. It still supports the grind, but on the players terms. Someone higher this person.

  • I could spend hours going over all perks on both sides with small changes I would like from a balance/fun aspect, but instead I'll just share my idea on what a perk should be.

    It's impossible to not have a META in games that are competitive and you have this many options. In my mind though it would be wonderful if every perk was a smaller part of different pictures. Like tiny ingredients in a recipe. You'll see this sometimes, but the recipes have to be balanced so one isn't simply flat out better than the other.


    If you ask me Dark Devotion is the ideal level of a perk. It's fun, mixes up the game play in an unexpected way and can be combined with some other perks to do interesting things. It can also be countered.

    Yeah sure, it's not the most powerful thing out there. But is that really want we want? There's currently 72 Killer Perks and 80 Survivor perks. Here's a look at how long it takes to get a character with every perk on it. This math assumes you have already unlocked all of the perks you want and doesn't account for prestige.

    Level 1-40 is about 1.5 million BP. You get one perk per level there.

    Beyond that, you get two perks per level. Typically it takes me about 50k BP per web. Additionally, you need to grab each perk 3 times.

    So our rough equation is 1.5MM + 50,000 x ((3N - 40)/2), where N is the total number of perks you have available.

    So, as an example, let's say you have, IDK, 52 perks available. Our equation would be 1.5MM + 50,000 x 58 = 4.4MM bloodpoints.

  • My vote goes for playing as AND against Legion as the least fun. It's just really really boring. Plague would be a close second. Though I love playing as her, I don't think she's actually very fun.

  • You could instead pull up your crash logs and make a helpful post in determining what's wrong with the client/ask for trouble shooting steps. Nobody can fix 'My game crashed'. There's a billion reasons that could happen with all kinds of different people to blame for it. Maybe it's them. Maybe you were playing 30 copies of Skyrim in VR in the background and your GPU gave out. Come on now.


    https://forum.deadbydaylight.com/en/discussion/44/how-to-report-an-issue#latest

  • @Aven_Fallen said:

    Thats the only thing IMO.

    It would prevent Pyramid Heads from tunneling (or they would need to guess where the Survivor is, which will actually be a time-waster), while still keeping the core of the Cages to ignore hook-related Perks.

    There's already no sound indicator when someone is removed from the cage. That would be very nuts in my opinion.

  • Great question, that's the kind of thinking I like! Personally I haven't checked. Do you know if it works on Hag traps? I'm not sure what the definition of 'trap' is in the code.

  • There's a brand new Survivor perk that's wonderful for counting pop. Plus if you look at the time doing a chase/hitting a survivor twice/hooking them/moving and kicking to a generator takes, I think it's easily more time than it takes a single survivor with no toolbox to do 25% of a gen.

    It can also only be used on a gen that isn't regressing. Knowing when it's the right time to tap/go back to a gen is a pop counter all its own.

  • Either every single 'Hook' based perks from both Killer and Survivor should work on it, or none of them should.

    Simply from a programming/description standpoint it's insane to think each individual perk should be reviewed and if it should or shouldn't work with this. You're just asking for more bugs/exploits. Personally I'm fine with no perks working on cages because it shakes up the meta finally. I'm tired of running/seeing the same 8ish perks to be 'viable' . I'm ready for variety.

    Also, I really encourage you (and everyone) to play Killer AND Survivor. None of your poll options included something like 'It should work with Devour Hope and BBQ and Chilli!' try to think about both sides.

  • Normally I prefer to play Legion as either Julie or Susie. But Robbie the Rabbit's default is that Pink skin so I have to stick with it. Going to be weird to hear Frank when I play Legion now.

  • I gotcha, thank you both. Thank you, couple follow up questions.

    If you have increased speed of healing, that doesn't change the charges, correct?

    If 2 survivors are injured and one has Solidarity has the other has Second Wind, the second Wind user would still need to heal someone else for half a state, since the Solidarity user is considered to have done half of their own healing, right?

    Would Deathbound then be counted by a Survivor just finishing their heal when the Killer is close by? Could they heal theirselves the last %1?

  • I'm 100% with you, it's really hard on my hands.

    in Struggle Comment by Gravnos
  • Changing Mori to this is great, but there's something we all need to understand about SWF to keep the game alive.

    Mori:

    Ebony - Kill all survivors on last hook

    Green - Kill 2 on last Hook

    Yellow - Kill 1 on last hook (remove last survivor condition)


    Now SWF- It's INSANE to think this game would live if you couldn't play with friends. That's just nuts, no normal online game could exist like that. EVERY Game should instead be treated like it is a SWF with friends game. Give survivors the ability to text chat in game, or at the very least more emotes/a ping system to communicate.


    THEN you can balance the game. It's impossible to balance a game when half the games could be completely random individual survivors, another being chill SWF just memeing or another elite swat team.


    Give EVERYONE the chance to play like that elite swat team, then balance Killers to meet that challenge.

  • The struggle mechanic. It adds nothing to the game for skill or anything else and due to pain in my hands I'm unable to play survivor anymore because of constantly spamming the same button with such an incredibly small delay or you just die.


    I SORT of understand the Wiggle mechanic, but Wiggles needs to be changed and Struggle needs to be straight up removed. Despite anything I think about gen times, or 2nd objectives or balance changing I'm no longer able to play half of the game so that's my top pick. :(

  • Why are there still critical bugs like basement glitching and sound breaking often still being released? What steps are y'all taking to work on the infrastructure/core of the game and to improve testing?

  • The penalities were just scheduled to go live today. Since they are suspension based it may take longer than just today to see how they effect things.

  • They've commented on this several times. The hit boxes are not considered broken, this comes from lag.


    For weird hits , When the killer swings they are hitting a spot that the server thinks the Survivor is still standing in. Yes it really sucks for both killer and survior. Yes it needs improved, but the hit boxes themselves are fine.

  • I definitely agree she needs to give feedback that she's vaulting, but the lack of animation looks awesome.

    How about a unique yell to signal she's vaulting??

  • It'll be like instaheals all over again! I'm super happy with the changes though.

  • SWF is always going to be easier/better than playing solo unless there's in game communication added. Communication is an important and useful tool in damn near everything.


    We shouldn't want to delete SWF like people can call for. Instead make every game the equivalent to SWF by giving them in game voice chat and then rebalance some core mechanics like Gen time, change up hex totems and stop trying to balance against SWF and solo because that's a bonkers impossible task.

  • @KillermainBTWm8 said:

    As much as people think that this game is supposed to be competitive ranked is a match making tool nothing more and DBD is a party game in my opinion. You kill SWF you kill DBD sadly :/

    Absolutely this. SWF is the best thing to happen to DBD, without it you wouldn't have enough players to keep the game going. Yeah it really sucks going up against some tactical commandos on comms, but without them there's no game.

  • @Darkskies said:

    Hey its rank reset so go crazy on those builds it's what I do just have fun experiment your gonna be reset anyway so what harm does it do ??

    Rank reset means it's time for Dark Devotion!!!

  • I'm unable to play survivor for more than a game or two due to the struggle mechanic (bad hands) so completing it is pretty much a no go for me.

  • You're not wrong. Honestly the Entity is also just the BVHR dev team. Example is The ranking system. A killer can tunnel a single survivor into the ground or facecamp them (the absolute least fun, but also the most effenciant way to play).

    I don't tunnel/facecamp because when I was physically able to (damn you struggle mechanic!!) play survior I remembered how much it sucked to have that happen. Which is why I look away when an unhooked survivor runs infront of me and instead follow the trail of the healthy survivor.

    But in game we say it's the entity not wanting us to behave that way.

  • Mori's are fun but end the game to early. I only use them on death hook. IMO they need this change

    Ebony - Kill all survivors on their death hook.

    Green- Kill 2 survivors on death hook.

    Yellow- Kill 1 survivor on death hook (remove last condition)

  • @HatCreature said:

    Ah yes, if only they invited someone who lives at their job and basically does nothing all day who would have enough time to partake in the experiment that lasted only a few hours; someone like this guy.

    Minor disappointment aside, it sounds like they got all they data they needed for their experiment within the first hour and a half, there were a thousand players that got invited so it's not far fetched. They probably gave out a rough estimate of how long they thought they might need and then cut if off once they did, it is their experiment.

    Yeah, if they got what they needed then cool. But at least give a heads up before hand that they only need so much info and may stop it early.

  • @Mister_Holdout said:

    I don't want to engage in this conversation too much, but I do want to point out one thing: Billy has a very high skill ceiling as well because his power has quite a bit of depth.

    When you steer the chainsaw with Q and E like I do, there's a lot of practice and improvement involved.

    Do you use q/e for left/right on every killer or do you just turn it on when playing Billy? I didn't see how to set up controlls to use q/e on saw only.

  • I use the shards to unlock survivor perks I don't have. It's silly to level up more than 1 survivor for any reason other than unlocking perks. So perks I didn't care about I just check the shrine for each week.

  • IMO during double BP is the worst time to use Mori's. I'm here for bloodpoints, I want those extra chase/hook points.

  • 100% absolutely every time. I have put in over 350 hours into this game and it's still no where near enough bloodpoints to play the characters I want with the perks I want. So I have to maximize my bloodpoints. They could remove the aura reading from it and just make it give points and I've still have to use it.

    Killers that I leveled to 40 or 50 that don't have BBQ, I won't play. I sadly just don't have enough time to keep up with the grind and have to maximize what I can.

  • To me, Meyers is the closest thing to a perfect killer we have (not counting stalk being weird on dedicated servers)

    He's fun to play as, fun to play against. He can do some real damage, but he also be beaten by solid play. And his addons allow him to play in simi decent ways (I love this about Freddy, different versions of the killer help expand builds beyond normal meta perks)

    So using Meyers as a template, here's where I am on Spirit.


    PHASING: Recharge rate is fine.

    Her 'rapid phasing' can at times be a lot to deal with. I'd say whenever she leaves phasing, take half of her remaining phase energy left and recharge from there.

    [Example: If she phases and uses 100% of her phase duration there is no change.

    If she uses 50% of her phase duration, then when she unphases her recharge would begin at 25% energy.]

    Her ability to see scratch marks and no the survivor is fine. Her ability to hone in on sound is really fun to do as the spirit, but not fun as a player. My suggestion here is to amplify ALL sound effects she hears while phasing. Crows are louder, slamming a pallet/phase vault is louder. Someone working on a generator/running is louder. Make the spirit work a little harder to isolate sounds, while still keeping it fun for her.

    No vault animation is fine and looks spooky, making it hard to play against windows, but we should have a very short 'phasing sound' which would lead into my next change.

    Phasing nearby: If you're near Spirit when she phases there's no sound to show it. This is fun as spirit to pretend to phase, but not fun for survivor since you have nothing to go on. My suggestion here is whenever the spirit phases she lets out a cry of pain. This tells survivors you phases. Now, did you instantly unphase and are standing still? Are you moving around? They'll need to make a play, but they'll know your power is on a little bit of a cooldown one way or another because of my above recharge cost, so the spirit can't instantly phase if she makes a bad play.


    Prayer Beads: It's stupid fun to scare the hell outta someone and terrifying when it happens, but frustrating because gen tapping is the only option to avoid it. My fix here is to take the Cry of Pain from the change above and make it map wide. When she uses prayer beads, anytime she phases she cries across the map. Survivors have no idea where she is, or if she is still phasing, but they can make an educated play by telling the direction (not distance) of the cry.

  • Mori's should just be adjusted so you can use them on death hook only.


    Ebony mori- mori all players on death hook.

    Green Mori-2 players on death hook

    Yellow- 1 player on death hook(remove last person condition)

  • @drunky26 said:

    Get a mouse with a built in auto click button.

    Problem solved.

    I've got these fancy upright mice I gotta use sadly. I miss normal mice/keyboards haha

  • I'll just resolve to never playing survivor/completing my archives :( I won't risk my account because I miss survivor.

  • Qiitters make a ton of things more difficult. This issue shows up again with the release of the Archives, such as killing 4 survivors in one match or escaping if killer DC's after a long game.

  • Certain time period. I think a new one releases roughly every~20 days but I could be wrong.

  • @Peanits said:

    @redsopine1 said:
    @Peanits but you can help by brining these questions to them and finding out what ones are allowed and what's not allowed to use?

    The answer is above, it's use at your own risk.

    Regarding struggle/wiggles being just "hold this button" rather than mashing, that has also been asked on multiple dev streams in the past.

    @Peanits said:

    @JustTheAndy said:
    Eac update I got banned for wiggle script.
    https://steamcommunity.com/id/JustTheAndy

    I'm checking now, and that's not why. Not going to go into details here as we do not discuss bans in public.

    If you'd like to make an appeal, send a ticket to https://support.deadbydaylight.com/hc/en-us

    @Peantis can we take this as confirmation that it's okay to use a binding for struggle such as this? https://github.com/rlevet/dbd-autostruggle

    I miss playing Survivor and can't since my hand surgery.

  • 100% yes for the longest time I thought it meant the aura was revealed or audio q would give position. Vulnerable is the perfect name for it.

  • It's so weird. I played 2 years as only survivor but now I can only play killer (carpal tunnel, can't do struggle mechanic any more).


    As survivor I never ever used Adrenaline/Instaheal because it just felt unfair.

    Now as a killer I never use mori unless their on death hook- ( I keep a scrap of paper to tali hooks) never use noed/ruin because I hated the as survivor.


    I'm honestly not sure if I'm just tired of people being toxic to each other or seeing things I think are unfair (hey I could be wrong) or if I should just nut up and run all the instaheals/noed builds I want and mori on hook 2.

  • You see the clown so rarely he's left off this poll :(


    Doctor too.

  • As a survivor watching a face camp in the early game. The killer won't get better and it just makes it a bad time for everyone.


    As a killer I'm in awe/impressed with people that outloop me. I actually enjoy it and give kudos. For me as killer the bad feels are instaheals (undoing the last minute of work sometimes) and tbag.

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