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HeadPatMeSenpai

HeadPatMeSenpai

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HeadPatMeSenpai
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  • Personally I would love for Freddy to be the original played by Robert Englund. While also having Quentin being Nancy played as Heather Langenkamp.

    Myers having a skin for the Rob remakes and having Laurie being Lauries granddaughter in the 2016 Halloween or the Laurie from Rob's remake.

    The last I could think of is replacing Amanda with John Kramer from Saw and Tapp with Lawrence Gordon or even Adam Stanheight.

  • @Kasonfire said:

    Let me start off by saying this, I'm not a perfect killer, though quite honestly no one really is. I understand there is skill involved with this game and that experience also plays a part in it, however after putting in a few hundred hours into playing killer, I do feel as if I have some right to discuss this, or at the very least, to put the conversation out there and see the responses and feelings of the other members of the DBD community.

    I understand the logic of there being 4 survivors to every 1 killer in a match, (and reasonably they want to make sure both sides have as much fun as possible) and while perhaps some may feel they favor one side over the other, I don't quite think that's the case, I believe it just comes down to not knowing the best steps to take in order to resolve issues discovered. However with the current state of the game, I feel as if the majority of matches do tend to go a certain way and that it is causing problems for the playerbase. Now one thing to keep in mind is, personally I don't enjoy playing killers who are considered "top tier", due to wanting to feel as if when I succeed it is purely based on my own merit and effort compared to riding off the mechanics that one specific character has. I know this is just my preference and so this may not apply to everyone but still I feel the point should be made in order to see where my perspective comes from. But, having said that, given that even the current community regarded "top tier" killers are often struggling to apply "real pressure" as well, both in my own experience but also in the experiences of those who I have discussed the issue with, then there is clearly something wrong. Given the present state of the game, i.e. over-sized maps that result in 2-3 gens popping by the time you're halfway through your first chase, the lack of any viable slowdown perks to help prevent this within the first minute and a half outside of Corrupt Intervention, (which I for one, refuse to run on every single killer because it feels as if it's a band-aid over the real problem and limits creativity/variation among builds) along with survivor perks that can easily be exploited in ways that I believe the developers never intended, but decided to overlook due to the large amount of players doing it (such as "hook tech" strategies among others), this game is further going into a downward spiral. I really enjoy the concept of the game and I feel it has a lot of potential, however until things such as infinite loops and gen speeds are resolved, either by dealing with them directly or giving killers a viable method of at least slowing down gen repair progress right from the beginning of the game, then I feel this situation will just continue to snowball until it can't be fixed.

    Now to clarify this for those who may take this the wrong way, I don't believe that killers should be handed a "4K" every match. However, when you are required to make absolutely 0 mistakes and play in as efficient/optimal of a way as possible every single second of a game and even then are often left only getting 2 kills and barely safety-pipping (the emblem system needs fixed but that's a different topic and I do know the developers are looking at it so I won't go into that) while those you go up against make mistake after mistake and are unable to significantly be punished for it due to the abundance of loops that aren't possible to mind-game/break along with perks designed specifically as a hard-counter to everything a killer does. (Adrenaline, Decisive Strike and Unbreakable being a particularly annoying combination, or small-game/maps against traps etc etc) Matches end far too quickly with the current state of generator speeds and the majority of it is outside of a killer's control given that in the time it takes to walk across the map you will almost definitely have lost at the very least one and have another 1-2 about to go up as well. With 4 decent players who split up to gen rush, there truly is no viable counter and expecting every single killer to enjoy stalling for achieving a late-game 3 gen strat in the hopes of finally being able to defend is wrong. Personally I view it this way, in most horror games, a killer chases their victims, but in DBD, it is often the other way around. Most killers are sorely in need of ways to apply any significant amount of pressure, and I for one am growing tired of hearing survivors trash talk after every single game all the while claiming "Yeah well, I'm secretly a rank 1 killer main and I 4k every single match and double pip constantly so you're just garbage, do you even know how to play the game?". While I know the developers can't address that particular toxicity any further than what they have done with their report system for if things get out of line, I do feel as if there wouldn't be nearly as many problems if certain game-play balancing issues were dealt with, at the very least to receive a tentative idea/plan to fix things would make a world of difference in my eyes.

    While I myself don't have all the answers for this, I do believe starting a constructive discussion with input from both sides and the community perhaps coming up with some ideas/valid points of interest that the developers could at the very least consider would be a step in the right direction.

    (For those who need it)

    TLDR: The game is in a particularly rough spot right now given the balance, or rather, lack thereof in gameplay mechanics, ideas/suggestions/experiences and insight of your own would be welcome)

    Thanks for reading my wall of text and please let me know your opinions on the game as well,

    -Kason

    I think most people agree on the issues of the game. The things that need to be dealt with first are maps, tiles, audio, Mori, keys, and toolboxes. There are major outlining issues with each item. I would like to see them addressed in the order I listed them as well. We are just gonna have to wait for BHVR to push out the updates which sadly takes times and lots of brainstorming.

    For terms of balancing once the aforementioned items get addressed properly I don't think balance can be addressed properly. This my personal opinion for the health of the game in the long run.

  • You can leave with it on.

  • @Hailoh said:

    NOTE: This post is not asking what skill level you, the reader, are in. It is asking the accomplishments one must have achieved to be placed into these categories. Please don't comment anything like "I'm a novice killer, veteran survivor" without also including what makes you a player in those categories.

    I've been doing a lot of the polls that the devs have sent out recently. In every single poll I've done so far, the poll asks, "What skill level are you?"

    It gives four categories:

    • Novice
    • Intermediate
    • Expert
    • Veteran

    I've always been a bit lost on these categories. What do you all think a player needs to have accomplished to make it into each of these four categories?

    -------------------------------------------------------------------------------------------------------------------------------------------------------

    In this section, I'm just going to leave my own definitions for these sections. Take them as you will.

    NOVICE:

    Novice players play one side, but refuse to play the other. They don't know what they're doing at loops (if they interact with them at all), and only have a basic understanding of the game's mechanics. If they play survivor, they will probably lean more towards playing SWF rather than playing on their own. Probably 0-300 hours.

    INTERMEDIATE:

    Intermediate players are more accustomed to running loops. They have a good understanding of the game's mechanics, and have a fair amount of game sense. However, while they are acceptable in most aspects, either they significantly lack in certain aspects, or are just average in all of them. In other words, they're nothing special. My guess is 300-900 hours (I make this one large just based on my own experience with the game. It seems like there's this really big dead zone where it's really hard to get out of the intermediate phase.)

    EXPERT:

    Expert players are very familiar with loops, and occasionally use unique mindgames that are more uncommon than the ones that intermediate players use. They have very good game sense, and know all of their advantages and disadvantages in a given situation. Around 900-1750 hours.

    VETERAN:

    The best of the best. Veteran players are good at looping to a point where there are very few places to improve. They have near-perfect game sense. It would be very hard to win against a veteran player unless they were heavily disadvantaged. 1750+ hours.

    The Ideology of skill has been an interesting subject for quite awhile. Its interesting as well to hear other people's opinions on what is a skilled player. For me get goes upon the lines of

    Novice: A new player to a given game. Knows or may not know the full of the bare bone basics and puts it into practice. They don't look into advanced tactics of a game and dwell on learning the common gameplay mechanics.

    Intermediate: An individual player who has not fully mastered the core gameplay mechanics but has started to dwell into the more advanced tactics. They understand curtain good practices but will not always use it or use the best tactics available. Typically this is where the average gamer dwells.

    Expert: An experienced player that has master the core mechanics and started to practice advanced tactics and has master some of them. They have a good hindsight on where they messed up and where they can approve. Though, Most will not correct their mistakes next time round. These players tend to lean towards the most effective tactics available aka the META.

    Masters: An Ideal player that has mastered most to all advanced gameplay mechanics. They corrected most of their ingame mistakes and prefer to learn on mistakes for their next run through. These players are the META "abusers" although some prefer to use off-meta tactics to move into unexpected play styles that most players don't see or use. These are also the players that set the META per patch or in new coming play styles. Typically this is where the professional gamer dwells.


    While this is where i set my ideology of skill there is allow a barrier for each to over come to get to a higher tier of play/


    Novice: Has to put up with salt riddled Intermediate players who think they are better then they are. Normally this causes newer players to quit a game and will eventually lead to an early death for a game.

    Intermediate & Expert: These are more of the toxic parts of a gaming community the people who cannot grasp that certain META are in place for a given reason and will look for a scapegoat for an mistake they make. While not everyone is like this, most individuals give off these type of attitude.

    Masters: These players can be the most toxic players or the most understanding. These players know they play at the top and can either help or stop people from understanding and having a good experience with the game. It is normally up to these players to keep a lighter head when playing with lower tier players. (Its the more encouraging player that kept me in the game as well.)

  • @djsponge10 said:

    can everyone agree that anything that’s a crutch should be changed? Like some perks in DbD. Ruin was a huge crutch that was changed and I think it was a good thing, they should also make the double BP in BBQ be removed and just repurpose it so people can still earn it but without perks and such. But today I want to talk about how can we change the exhaustion perks? I want to rid the exhaustion mechanic entirely and change the perks so they can still be used just not as crutch worthy as they are today. Way too many survivors ALWAYS run an exhaustion perk. It’s not really a problem if one or two survivors are running one plus DS and BT and hell adrenaline as well. But when EVERY SURVIVOR is running an exhaustion perk, that’s just plain out annoying. Some losers will say its boring but anyone who says anything is boring is just trying to make something look bad that they find too hard to face but are too scared to say it. Exhaustion perks are abused too much and have become the biggest crutch in the game by far. So let’s change them if you guys have suggestions just say it below. And instead of saying I’m bad and being a useless NPC, argue my point and suggest why having crutches in the game is good. Okay here we go

    Dead Hard- easy just make it be a token system give the survivor 4 tokens and they can use dead hard any time they want while injured BUT it only about 70% of what today’s dead hard is. Oh and you can slightly turn (about as much as Demogorgon does when he used his shred attack) so yes they can use all 4 all at once if they want but then can’t use it later. This will promote skillful and strategical gameplay while not making dead hard a free pallet/window no more, just a more skillful move you can use to actually outplay killers

    Balanced Landing- give back the faster recovery time from drop but make it faster and make yourself drop about 30% faster as well. Making it a risk to use since it will use a perk spot and you never know what map it will be unless an offering is brought.

    lithe- 10% window vault speed, and let’s you do a medium vault without making noise and takes away slow vaults so you can only mid and fast vault. Also making the resilience and spine chill build really good as good loop synergy

    Head on- becomes a charged perk you must sit in a locker for a period of time then you can use it like you charge it for 30 seconds doing nothing then it is charged up you can then let a killer follow you then pop into a locker and use it immediately. This is a payoff situation you’re doing absolutely NOTHING in the match for 30-45 seconds and you get a head on charge from it. Making it still the fun swf bully perk it is.

    sprint burst- this becomes a charged perk as well get a total of 100 seconds of chase time. Then click the active ability button to activate sprint burst.

    Adrenaline- give the speed boost but you don’t recover a health state.

    and yeah hope you guys enjoyed the suggestion. Now I can’t wait to check back in a half hour to all the survivor mains telling me How bad I am, or how to counter these. (Once again these are not problems maybe adrenaline and sometimes dead hard but this is to make the exhaustion meta become less of a crutch and to actually earn these abilities while also nerfing their ultimate power)

    The only thing I can fully agree with in your post is Adrenaline it should be a burst or a health state not both. Now in terms of exhaustion in a whole as a mechanic, It is to stop the abusing of all those perks and your recommendations for perk changes are brutal for killers not for survivors. The way you explain the changes to these perks will allow them to be used together. It would be literally IMPOSSIBLE for a killer to make a reasonable chase after any survivor with those perks. The reason they are so prevalent right now is due to the fact certain tiles are extremely easy to abuse since only one killer has the mobility to chase through them and her cool downs make it dumby easy to juke around her (Nurse btw if it wasn't obvious). In term are some of the exhaustion perks due for a slight nerf? Sure! Are some killer perks in due for some slight nerfs as well? Sure!

    As of right now, the game has bigger issues then the exhaustion mechanic. Once BHVR fixes the maps, cough audio cough, and matchmaking issues then I'd say the topic for an overhaul in terms of mechanics for survivors and killers are in tune. I will fully agree for Adrenaline, but everything else would need to be put in the oven or even remade.

    I'm a killer main and this my stance on it.

  • Personally while not old school or anything special, i think Coraline and The Other Mother would be neat to see.

  • Honestly, just let them. They get nothing out of it. It doesn't help you master anything and arguably makes you worse. Killers are already painful as it is so if one wants to get butt hurt over you being the better player let them. Just means you won the psych war. I'm a killer main btw.

  • All I can say as a killer main who runs into the same issue is use it to get better honestly. Till they fix it the game will be like that. Is it challenging? Yes. Is it fun? Not entirely. If you focus on what you are doing wrong and what to improve on, You'll get better as a killer and eventually itll be a fair battleground. Just keep at it and keep your head up and on tight.