Kimura
Kimura
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- Kimura
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Okay, glad there's a answer, I googled it and nothing came up, and I was playing with a friend and she didn't get the cutscene, so I thought I was losing my mind because I tried to back out and go back in, and the cutscene didn't happen. Thought I was losing it lol.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1090880#Comment_1090880
The game constantly checks to see if a survivor is inside your cone while you're attacking. If they go within that range, the game locks onto them and pulls you towards. At the very end of the animation, it'll check to see if there's still a survivor in range (or if there's an object in the way).
The issue comes in when they're in range when you start swinging, but then go behind an object when the attack happens.
I don't understand. If they're in your cone of attack, the game assists your aim to make sure you get a hit, by locking you onto that survivor during your lunge.
Now, if there are multiple survivors, does it lock onto the closest one or the one that first entered the cone/closest to the middle of the cone because I've personally had times where I'm swinging for one person and this "hit dressing" locks onto a different survivor and makes me miss both.
it thinks that a nice looking hit is better than a actual hit, because it thinks swiping through a bush or a wall is faster and nicer looking than going around to actually hit unless you try to wrestle control from it to go around. Its trying to help but actively working against us. The entire system of locking our hit is flawed.
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As a huntress main I love the idea of that iri head addon. I don't like running it, just cause it's too easy. I can walk up to a survivor, wait for them to screw up and then down then immediately. I like the idea of being rewarded for being able to hit snipes with the hatchet, not just handed a down every time I get a hatchet. Maybe fix the hit detection first though.
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1040200#Comment_1040200
Oh, and you think killers should be given free kills from a broken offering without putting effort in?
Yes, it totally doesn't take any skill at all to close out a chase and get a hook. Also, nice job at flipping the question back at me when you realized you couldn't defend your change to mori's.
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1040075#Comment_1040075
To reward killers for doing their job with a nice execution which gives them more bloodpoints than a normal hooking. Also gives survivors some what of a chance against them.
So, you feel like killers should be rewarded with a boring ~10 second animation that never changes with the only purpose of giving more bloodpoints, even though a half decent killer will pretty much completely fill sacrifice and brutality during the game, while completely neutering the advantage it gives so it's easier to play against for survivors. Killers aren't puppies that should be rewarded for playing the game with a cool little animation and a little more bloodpoints.
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So, what's the point of a Mori if it only works on death hook? If it's to save time, then at most points I could just hook them in the same time the Mori takes, and if it's to prevent having to carry, there are ways to prevent flashlight saves and body blocking. It would literally just become a cosmetic.
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Id rather them play Civilization.
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Diversion. The idea that the entity has complete control over it's realm and every single thing inside it, and when someone throws something out of place, like throwing a rock to get the killers attention, it creates that loud noise notification because it's not something the entity did, it's something it didn't plan and it wants you to find out what made it. It's why the exit gates don't give a loud noise notification, it expects them to escape and pull that lever, but that tiny rock was something it didn't plan.
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Honestly, I'd like it totems were either blocked for the start of the game (60 or so seconds) meaning hexes can't immediately go down and survivors have to remember the placement, or after a certain time hexes become relit at a different spot. It would push survivors to cleanse all the totems, in order to make sure the hex they cleanse doesn't come back. This would probably be a soft nerf to NOED but I have a easy solution. Make it so the haste effect is always on and only the exposed status is effected by the hex. Those are my best ideas anyway.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/980357#Comment_980357
That.....that isnt worth a perk, cause if someone runs you kick the gen it takes like 3 seconds
I guess maybe since you don't have to disengage? But I do agree, it's a really bad perk since Brutal strength would basically give the same effect with more use and also it's not a hex.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/980266#Comment_980266
That's my point though, Gen times, Map sizes are definitely a problem. What I don't agree with is putting up a barrier of skill for people at all levels to do skill checks. Fact of the matter is not everybody is able or even willing to dedicate time to practicing getting great skill checks consistently and they shouldn't be punished for not doing so.
Ruin could've been changed for example to be a flat repair reduction, maybe even like 5% slow just so Ruin serves the purpose it was intended to do without being a pain in the butt to play against.
The problem is BHVR went to Blizzard's school for balancing where instead of adjusting in a healthy manner they just kill whatever thing is strong and then rarely buff
Yeah, ruin was a problem, it wasn't fun to play against. Its not about going in and practicing skill checks, it's just about playing the game and eventually after time you will be able to hit them, you'll be used to it. My problem is ruin was changed because it was "too powerful" and 80% of killers use it because "the gatekeeper emblem" they don't want to accept that gen times are a problem that ruin, albeit annoying, did help slowdown gens. They don't want to accept most killers need to use ruin to feel like theyre keeping up, they want to act like we're the problem for using ruin, and I feel when you say "players shouldn't be punished for not hitting skill checks" you forget that they're meant to be skillful. Those who are skillful will hit the checks, those who are not will either slowly get better at hitting them, or find ruin and get rid of the perk. The overall problem is BHVR has no clue how to balance a game like this.
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@SquirrelKnight said:
Wait a minute, for hex: ruin doesnt the description literally make it useless at rank one, games regress at 1 times normal.rate? Or am i missing something. Besides of course ( KiLlErS ArE 2 Ez PlS NurF)
It would only be used for the effect that generators regress without having to be kicked, only if the survivor stops working on it.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/968750#Comment_968750
There's also Pop Goes The Weasel, Thanataphobia, Dying Light, and others to help you out. The new Ruin also helps slow things down by regressing generators, although you'll need to put in some effort to keep them off the generators. Whenever you hook a survivor, people have to make the choice between leaving the generator and having it regress or committing to the generator and risk getting pushed off (BBQ, for example)/the hooked survivor losing a hook state. I'd strongly suggest giving it a try, it's actually very good.
PGTW is good, yes, but Thano's effect is almost negligible until you already have enough hurt or hooked to the point that you're already dominating, and Dying light is alright until you have to kill the obsession, and if they find out that you're avoiding hitting them, they'll take advantage of that by playing more fast and loose, and if you just get rid of them then the perk is moot.
What are you guys doing about generator times? Is there ANY plan for them? Even a second objective? People have been begging for changes like these and you guys react by removing the one perk killers had to slow gen times effectively from the get go other than Corrupt. The survivor bias is showing.
You're not looking at why killers have to use ruin, you're looking at how frustrating it is for survivors to have to deal with it. That's why it was a hex perk. It can be removed from play. Its a huge gamble if it would be effective at all or be cleansed immediately. Survivors who can't hit skill checks will either learn to hit them, or learn totem spots and how to evade the killer. Instead of making them adapt, you're making it easier on them with no good fix for killers. Please. I like this game, and I play both sides but I can't keep playing if you guys are neglecting one side of play.
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@edogast said:
No one wants to do generators, especially lower ranks and new players. We are too afraid to touch generators because killers know exactly where the generators are and the generators are so loud it practically gives our position away (THANKS TECHNICIAN YOU SOLVED NOTHING). We hate being sitting ducks and with Hex:Ruin our motivation to do generators went from 20% to 0% and we end up hating the game, not wanting to play dead by daylight anymore. Hex:Ruin is Toxic to us newbies who can't even hit regular skills check, and with the fluctuation of ranks, we're bound to get a killer who has Hex:Ruin on anyways. Did you know? there are a lot of grey rank killers who have all the perks unlocked, so rank doesn't even matter anyways.
"BUT WHAT ABOUT THE GEN RUSHERS, YOU CLEARLY NEVER PLAYED KILLER BEFORE"
well you see, when a survivor is hooked, all the other newbie survivors will stop doing generators and try to save the hooked person just to end up getting hooked as well, it's a cycle of trying to save but getting hooked instead. If you're getting Gen rushed then it's completely normal, you are not supposed to get 4k every game. You think a killer getting 4 kills in a game is a normal occurrence? you should think again. BVHR actually want new players to play the game and enjoy it, Hex:Ruin just sucks the soul right out of survivors, of course veteran players will argue "why don't you just run the perk small game?" "what are you talking about? hex:ruin gets destroyed by the first minute of the game", yeah but you are forgetting those OTHER GAMES, where newbies are just mad, frustrated, running around the map just to never find a ruin, they don't know the exact spots where ruins would spawn yet.
And aren't you bored of having Hex:ruin on EVERY build when you play as a killer? A newbie is not going to have the HAG unlocked, when you have Hex:ruin on you're always paranoid who's cleansing your Hex:ruin, and when you get your Hex:ruin cleansed within the first 1 minute into the game you get this sense of despair. Is that """FUN""" I rather run around freely getting Gen rush then getting salty the moment my Hex:ruin gets cleansed and tunneling that one survivor who cleansed it
I think BHVR did a right thing for creating a more friendly environment for new players and noobs. It's a lot more fun now that Hex:Ruin will be gone. New players can live freely without the PTSD of Hex:Ruin
I can understand this line of thinking, but when I was a newbie and I went up against ruin, I just would either peel away to find the totem or practice hitting the skill checks. I'm 1000% sure I caused some anger to other players by messing up the skill check, but it's a obstacle to overcome,that's why they added hex totems in the first place, to make OP perks that can be turned off. I understand that it's not fun to play against, but eventually you can learn to hit them and then when the killer doesn't have it, you do gens faster. From a killer perspective, I run ruin because any advantage to gen times is essential because I enjoy playing trappers and low mobility characters.That small bit of time it'll save by resetting the gen or just taking away the bonus of greats or maybe that one survivor who goes to clean is it a little bit more time I have to atleast make it across the map to check all the survivor spawns and gens. Generator times are a definite problem. Back when this game was still focused on being horror, they were fine because people were immersed, but as survivors become more optimized doing gens and running loops better, the skill ceiling for survivor has skyrocketed drastically while killer is harder and harder to play. Ruin wasn't good, but the reason 80% of people used it was because gen times are too fast for most killers to keep up with.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/974740#Comment_974740
Well, inexperienced killers shouldnt rely on Ruin to win. I guess, inexperienced killers will go to inexperienced ranks now. :P
Ruin is not a "lean back and win" perk. You still have to put in the effort of chasing and killing all 4 survivors, all the while they're already either cleansing the totem, powering through or just hitting the skill checks. Ruin is only a small bonus but every leg up is crucial.
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@[Deleted User] said:
It's actually stronger than old ruin late game, mid game it's about on par, but it's without a doubt worse early game.
So if you don't break the totem that killer using "His own skill" is still gonna dunk you if you don't break that totem asap- like every upper rank player is gonna do anyways. Wish the thing couldn't be broken for like 60 seconds, so killers that require set up can still use it to do their thing.
How often do you see a hex perk make it to the late game? Ruin was meant as a slowdown perk to help gen times, and for some killers it was crucial to set up with. Its not a "free pressure" perk. It's meant to give killers time to actually make it to generators or set up traps or such.
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Yeah, I like the idea but Springtrap's power is way too OP. Being able to completely immobilize a survivor for nothing, especially during a chase would be extremely OP, with no counterplay other than moving to the next pallet/loop, and then Springtrap could just place more phantoms and the cycle continues
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/974150#Comment_974150
That's another HUGE problem is they don't want to do proper balancing.
They have said time after time they intend to balance the game by releaseing new perks and killers instead of actually fixing the core problems. With that dumb philospohy of balance you can only fix 4 things and pick which element of the game you want to fix with its corresponding killer.
Imagine instead of sewing together a wound, you slapped a few bandaids on it, then when those got dirty or fell off, you just kept adding more and more until the wound is infected and nothing except a major operation would fix it. That's what they did.
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@Runcore said:
https://forum.deadbydaylight.com/en/discussion/comment/970367#Comment_970367
Im frustrated after I read this insane dev note.
Doc:
"He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him."
"It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against."
"One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II."
Ruin:
"We took a close look at the perk to identify what makes it so frustrating to play against."
Every sentence is one big slap in the face of killer players. What about killers frustration about constant gutting of killers and their perks? Oh I forgot that this game is survivor sided a must be be "balanced" in surv favor to maximalize their comfort when facing killers.
Results: playing survivor is peaceful and calm meanwhile playing killer is stressful like hell. When Im playing killer my real heatbeat is louder then hearbeat of survivors in-game.
The way it said "We changed Ruin to help newer players, newer players working with veterans might hurt more than they help" means two things to me. Firstly. The fact newbies and veterans would play together just shows how cooked matchmaking is, and is it just me or does that read like a patch note for a regular PvE game? Something along the lines of "We nerfed Hex: Ruin because we felt the difficulty of the skill checks are too harsh for new players, and to encourage teamwork on the gens" not even taking into account that 80% of players use it because gen times are borked.
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Survivors are supposed to be at a disadvantage. They're trying to survive. Yeah, some add-ons are bullshit, but so are balanced landing loops. DS invinciblity and other things. 4 survivors, and one killer. The killer can only chase one survivor at a time, and that leaves 3 survivors to do gens, cleanse totems, find items. Killers have to end chases quickly or else every game would be a entity displeased.
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For freddy, I run Thrilling Tremours, Remember Me, Blood Warden and PoP. I usually 3k with this build. Thrilling tremours is great for information, and teleporting to gens that don't get blocked and immediately starting a chase, and with this amount of map pressure I usually find my obsession fast enough to build remember me stacks, blood wardens good for punishing end game altruism and PoP for slowing the game down, breaking the gens that I go to after hooking with thrilling tremours, and overall its as good as ruin imo as a gen stopper. Ruins better for stealth killers but PoP rewards aggression.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/761563#Comment_761563
How am I wrong? You added nothing to the discussion with telling somebody to git gud. It's absolutely useless. It's like telling a killer who is struggling to do well with an aspect of the game to get better at it. Like why didn't they think of that already? If somebody is struggling in an area it's obvious they need to get better at it. Telling them to get better is annoying and does nothing. Offering advice on how to get better does. If you don't feel like offering advice to people who are struggling with something that's your right. But don't pretend telling them to git gud was useful. Because it damn sure wasn't.
The only way to play against a spirit is to "Git Gud". Don't whine about how hard it is to loop her when she was meant to stop looping. Git gud, learn to mindgame her, recognize when she's probably phasing or faking it, sneak to a place where you'll most likely be hidden if she phases out near you, don't go for obvious places like jungle gyms and pallets. If you're hurt, stay on the move, act unpredictable, and be ready to use pallets or juke. Eventually she'll lose you if you sneak hard enough, if you haven't seen her in a while. Be careful about how you do gens until she's confirmed chasing someone. You know how I know all this? I got gud.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/764143#Comment_764143
No, it's not. The travel time, speed, duration, and hitbox are all exactly the same an all killers.
You can't tell me that spirits katana or Freddie's glove has the exact same hitbox as legions knife or huntresses axe.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/764083#Comment_764083
All basic killer lunges are exactly the same.
Sorry, I meant her reach. Her broad axe is shorter than say spirit or Freddy's.
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Huntress, all the way. Her lunge is short but it isn't a problem when you learn how to throw her hatchets, how to time charge times and lead shots. She becomes as good as nurse imo, she can stop loops by throwing over props, and she has amazing pressure when she has a detection perk like whispers or spies.
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Gen tapping is really inefficient, it takes twice as long to do a generator, it's easier and faster to work through ruin by hitting the hex skill checks. I don't see a issue. If you really want to gen tap, you're losing time and efficency while the killer patrols.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/763689#Comment_763689
No No No No No No No.
Fun is not a valid wincon! Why do people keep acting like it is?
If your describing how a round of dead by daylight and someone after hearing what happened asks "ok great but did you win?" You don't say yes if the Killer absolutely wrecked you and toyed with you for 5 minutes in the form of a somewhat enjoyable psudo-roleplay ending in you dying to devour.
You can't qualify fun and having fun isn't itself an accomplishment. An outside observer watching the game cannot use that criteria to determine a win and most importantly, you can't balance around it.
A wincon is not just how you personally like to play, or even what you want to accomplish in a game*. A wincon is the task the game is presenting to you. While any game can be useful or fulfilling only a round in which you complete the wincon can truly be called a successful round. You may succeed at something other than the trial itself but in order to succeed at a trial (as opposed to succeeding at some other task inside of a trial) you MUST complete the wincon.
And as per the tutorial of the game that wincon is the sacrifice the Survivors or if you are a Survivor to escape the trial.
No one is forcing you to attempt to win. However you do need to accept that the game is designed around the assumption that you will do so, and thus not playing towards the wincon can risk a suboptimal experience.
Homie. It's a game. I play both, and i have fun even dying immediately, because I got to experience a fun chase, and try to loop him, and he was obviously better than me. I play killer, and even if ruin gets taken immediately, they pop 3 gens by first hook and I'm chasing a toxic nea who teabags after each pallet drop, I'm still having fun. I'm thinking of what to do to win, to pull it back and win. Winning is the end goal, but you "win" even if you lose, because you got bloodpoints, the xp from the match and the experience of going against a survivor/killer that was interesting, and fun to play against. It doesn't need to be a out and out competition. If you enjoy the game, no matter what. You're winning.
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@terumisan said:
Put babysitter on instead of inner strength for those dangerous unhooks
Is there a point if he has OoO? Id say second wind, for the incentive to heal others with no reward.
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Ahem, all y'all are thinking too small, (even though I admit no shame in wanting Claudette in a swim suit) Bikini Pig. That is all.
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I believe they're fixing it so that the lunge doesn't target survivors, and it doesn't make the sound of a hit, it's the sound of hitting a pallet or wall. I like it for hitting unhookers and not the bloody guy on the hook, although I'll miss bming toxic survivor with the thwack on the hook.
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Spine Chill, Iron Will, Distortion and Quiet and Quiet. I run this for stealth/juking, and for doing gens I'd run Stake Out, Urban Evasion, Technician and Prove Thyself.
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One way I feel like mindbreaker could be useful is to have it affect a area around the gen, bump the requirement up to 75%, that way they still have to work on the gen for a little while, and if you interrupt them, that radius around the gen keeps them exhausted so they can't SB away. I've played against mindbreaker and it just seems to be so minute, work on a gen for a 40 seconds, its a non problem, and then if demo comes just run away because you're not exhausted anymore. Maybe buff it that when working on a gen, no matter the percentage, exhaustion doesn't recover. Just my two cents.
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Easy, instead of the kids, just use Hopper, if that doesn't complicate things in terms of the fortnite crossover. I can already see some sort of perk for him.
"Perk: Natural Intuition
You can tell when something's off. When inside the killer's terror radius and not in a chase, you see the auras of lit totems and untouched generators for 6/8/10 seconds."
Personally I like the idea of a stranger things chapter.