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JakemyNutz

JakemyNutz

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JakemyNutz
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  • I think you mean that in a joking way to show how badly thought out it often is to ask for both mechanics to be removed, but the issue is that your idea is pretty good but fundamentally flawed lol.

    This system could easily be implemented and increase the overall quality of survivor matches immensely.

    First of about the flawed logic you follow.

    This mechanic, if implemented and replacing the current gameplay loop of DbD would kill the first surv on the 9th hook. Then the 10th, 11th and the 12th hook wouldn’t exist anymore as they plan to introduce a new mori mechanic that would then replace that last hook.

    The idea of hook states being shared wouldn’t result in the third or fourth hooks being a death as that isn’t the logic DbD follows. A balanced match of DbD should result in two kills and two escapes what for the most part would result in matches that last at least 3 survs into the endgame, with one more dying during that time span.


    Nothing about the current DbD meta off tunneling out one player early is really intended or should be aspired for a potential fix. Any fix should focus on equal fun of all players for obvious reasons.


    Changing the whole hook system to what you proposed would work wonders though to archive more fun and balanced matches. It would also allow a lot of buffs to killers and maybe even nerfs to surv base mechanics to archive that goal of consistently getting 10 hooks as a killer, which then would give you two kills.


    In the current state it obviously would be flawed and often create really tough and unfun matches for the killers, what we also would want to prevent with any base game changes.

    But your idea would make a better foundation to balance the gameplay then the current version.


    The biggest issue is that those changes are probably too much to do to an ongoing live service game and would be more fitting for a DbD 2, what we’re probably never getting, but who knows

  • This comes down to a completely different issue then balancing for a certain skill bracket of players. It’s not even relevant to argue about the skill brackets of players that previous or upcoming changes are targeted at.

    The point should be that they focus on a lot of the wrong things while ignoring a lot of the bad things for various reasons.

    Often the decisions they make aim to do one thing but end up encouraging exactly that issue.

    As mere players we can’t really tell why this weird way of working happens so regularly, but there’s clearly a dissonance between some departments of the dev team and how changes get communicated to the players.

    This often creates an environment where we players don’t feel seen and the developers probably like their work isn’t appreciated.


    They finally need to change up some of the fundamental flaws of the game like map tile rng, information discrepancy between solo and swf, unevenly balanced killers before doing more of these minor gameplay changes.

    We’re just constantly going down a spiral of changes that don’t take on the core issues. The game will always stay unfun for certain groups of players if the foundation never gets fixed.


    Absolutely pointless to argue about what kind of skill the game should be balanced around if there’s no common ground they even could do that balancing around.

    Btw you should never balance around competitive play in a game that’s not supposed to be played evenly, which asymmetrical games aren’t by design.

    Competitive play for asymmetrical games is flawed by default. There’s a reason we don’t do asymmetrical sports either.

  • The thing with Blight is that he’s utterly overtuned and you all are just too scared to admit it at this point lol. Blight surely should’ve been 4.4 m/s, but I’m sure they didn’t see his full potential during development and so they never thought about it.

    Comparing him to current Spirit doesn’t make much sense though as she already got plenty of changes over the years. Blight is still pretty much untouched lol.

    At least the Hug Tech is gone soon. Take the little wins when it comes to balancing in DbD.


    To clearly answer your question though this clear difference in balancing between different characters and often even bias towards some comes from the real unprofessional way they decide about balance changes internally.

    At least that’s the only reasonable explanation anyone could come to

  • @VikingDragonXii said:

    Here's the thing I'll say this like many others have said in other posts.....DS...the change of the stun time isn't a Nerf they are bring it back to it's normal stun time like they promised they would do after Enduring was fixed. Before Enduring was affecting the stun time of DS so the Devs increased it until they fixed Enduring.....they fixed Enduring but forgot to dial back the DS stun like they said.

    That’s not how that was though lol. The original DS, that’s gone for years at this point, was affected by Enduring and that was intentionally. We’re talking about a time in DbD with double pallets on all loops and pallet vacuum. Being downed was hard enough as it is and the short stun was still way too strong, but ds was a whole different perk back then and never a anti tunnel perk, even if they already used that term lol.

    This DS was initially 5 seconds too btw and got nerfed to 4.


    When DS got changed they made it into a Anti tunnel perk and removed any effects to make the stun shorter, but also allowed it to be used even when doing a gen or anything within those 60 seconds. To balance it they reduced the stun to 3 seconds.

    People really started abusing this stronger version of ds though, as it had even less counterplay then the original version and forced really boring playstyles onto the killer, that combined with other survivor perks crated unwinable scenarios.


    So the devs decided, luckily, to change it up again. We now come to the current version of the DS with the original 5 second stun, that still isn’t affected by any perk that reduces stuns, but also will get deactivated when the Surv would do anything that normally isn’t pet of being chased by the killer.

    This version is really fair as it actually only punishes tunnelling and doesn’t give a any extended invulnerability beyond that but there was one last flaw with it and that’s the end game situation where you’re basically free to go after an unhook, as the killer can’t pick you up and you often just can crawl out the gate.

    This will be addressed with the upcoming mid chapter, which I and a lot of people actually think is fine and not the issue. Also reducing the stun makes no sense though. The duration is just not an issue with DS. The killer should be punished for tunnelling, as it’s really unfun and the person being unhooked not always in charge of preventing it.


    What they did with the mid chapter is basically encouraging tunnelling, while also talking about addressing that issue in their dev update. This is again a situation where they send really mixed signals with the stuff they say and do.

  • @HexDevourAvocado said:

    https://forum.deadbydaylight.com/en/discussion/comment/3033226#Comment_3033226

    Alsooo The changes u mentioned are balanced for soloQ too and it makes me wanna play dbd. Upcoming changes as they are,make me so scared of touching soloq ever again

    That might be because most of the time I play this game I played what I consider solo q or solo. Like playing with one friend as a duo for years is still pretty much solo queue if we’re real.

    This is always the biggest issue I have with people saying SWF is too strong. Like not everyone is playing as a 4 stack and not every 4 stack actually is great.

    4 actually good players wouldn’t even need communication often to win matches and for mediocre players talking in a party could also play worse because of the distraction friends can bring.

    DbD needs to start giving every survivor way more information about the teammates prior to the game and during the game.

    We need to know the perks of all players in the team. They can just show them in the Lobby, like put a little load out under the player character. Not that complicated to implement and fixes a big flaw of SWF vs Solo.

    Show Ingame what a surv is doing right now in the hud. They have a team for hud design so give them something to do besides changing the main menus.


    If they close the gap between solo and swf they can start balancing killers around swf without making solo or duo players experience completely miserable.


    Like my personal experience with the matchmaking is actually quite insane but they don’t care. Me and my duo mate went from having good to really good teammates against top tier killers, when MMR started, which was quite fun often.

    Even though it was a lot of Blight and Nurses the overall teamplay and tension between all players was great.

    To having teammates with 50-1000 hours against full sweat build Nurses or completely new and inexperienced killers. We have like 12 or 13k hours combined and should be match accordingly. Dying because of bad teammates lowering your mmr and sending you down a spiral is such a flawed design.


    Personally I think they need to at least add the devotion levels as an extra layer to the matchmaking before applying the mmr ratings, as they by themselves are just too simple and in my experience worse then the previous matchmaking.

    Optimal would be way more variables to the mmr, but after how long it took to make the initial System I don’t see that coming into the game. That’s why the devotion levels would be an easier solution for them to implement.


    Tbf I could go on about thousand of small things to change, consider, balance, buff, nerf and so on in this game. Like it’s my favourite game ever but it was a rough year since mmr came into the game and all these changes really just make it worse from my perspective.

    I do hope they at least help the players they aim these changes at, even though I don’t see that happening

  • @TheLastHook said:

    Killers should 4k most of the time and reward Survivors for doing things, then extra if one - by luck - manages to escape.

    But the design is the opposite, hence the problem. No Killer is powerful.

    I actually know that this proposition goes through the community ever since the game came out and I just don’t have a strong opinion about it.

    Personally I enjoy the game for the chases and the team play when unhooking in end game scenarios or when the killer is camping mid game and often choose to die for others to escape. So I think I would find DbD as interesting if it was based around dying more, but I also think a lot of people wouldn’t be so into the game if that was the main premise.


    But I do think there’s a lot of powerful killers in the game these days. Especially because of all the perks we got over the years. Thinks like Starstruck Nurse or Ruin in it’s current form with Deadman’s Switch probably would’ve killed the game if they were a thing during the first few years.


    I feel like the game is out too long to make that drastic of a change anymore and I also believe it’s not needed to change things that drastically when it comes to the core gameplay loop.


    Obviously I could start talking about all the things that they should change imo, but that’s not what I’m about tbh.

    I really believe they have a great team doing good work, but I’m also certain that parts of the work chain hinder these in doing good changes for whatever reasons.


    Also a lot of great content creators made plenty of well know content regarding really good changes that the game actually needs.


    In the end I’m just some random guy without any platform, so I don’t expect to be heard personally. I’m just wishing for them to listen to the people that have the platform and agenda. Be it intern or extern of the development team.

  • @HexDevourAvocado said:

    I 10000000% agree! I think IW should be 80-85% and not have the exhaustion part.

    Behavior here some ideas to avoid frustration between players :))))

    I think I’m personally fine with how they nerfed Iron Will, even though I’m a Sprintburst gamer myself, but I hope they consider adding an option to mute the grunts of the surv you’re playing just for yourself. Iron Will is in my builds for ages and it always was mainly because I hate the sounds a lot of survs make when injured.

    Obviously I still enjoyed all the benefits it gave besides that but I switched back to Adrenaline already and it’s such a fun perk to use with Soul Guard, which is my main crutch perk ever since it came out haha.

    I think I still got it better then all those mediocre players that relied on DH to get decent chases. For them it will be tough after the Mid chapter

  • Also no fix for the Progression Bug with the first tome damn. Guess I can't save more points for the next chapter

  • @Waffleyumboy said:

    Is the new xbox going to be backwards compatible?

    The new XBos is supposed to run All games ever created for any XBox

  • I stated that myself but I doubt Sony will put ressources in a Software that optimizes games by it self. So the Devs need to make a optimized Version