MeltingPenguins
MeltingPenguins
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Mostly on killer over here too. It's strange.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328563#Comment_3328563
I mean Billy would just be replacing their chainsaw with his hammer but it would require new animations, and Slinger can fundamentally work the same considering how Heisenberg has made weaponry before and could easily just use a spear-gun he made.
But I must remind you, they are legendary skins for a reason, they are suppose to fundamentally change a huge portion of the character, and the Hunk + Birkin cosmetics do change animations.
Yeah, but they don't change them that massively, and that was my train of thought here. Legendary cosmetics should -not- essentially make a complete new way of playing a killer.
Blightkin still uses Blight's basics, as does HUNK with legion. Not to mention the argument of 'complete new characters' can very well be used for those skins on trickster and artists as well.
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@Iron_Cutlass said:
I feel like Heisenberg would be more along the lines of Deathslinger or Hillbilly considering how both Killers revolves around having some mechanical know-how.
Thought so too at first, but his MO is more fitting for Trickster. Slinger and Billy would require entirely new MOs and pretty much turn them into complete new killers by contrast
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You really ought ti scrap the FOMO plans and instead just let people sort the store by collections and colours.
And on that note:
The Birkin Skin for blight is part of a new year collection, but not really lny themed (neither are the other RE LNY skins) does that means they will vanish due to a silly whim of the higherups as well?
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326986#Comment_3326986
If you can't tell the difference, that kinda says something about how pointless and hollow the change was.
And there were good alternative suggestions during PTB. AND lots of people pointing out the hypocrisy. It's baffling
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@Little_Kitten said:
The other problem is that they have replaced the rope with a shard of bottle, which may well suggest an act of violence, suicide, or murder.
I dunno if you are trying to mock this because of the game's nature, or if you are sincere.
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321465#Comment_3321465
Forgot about Yun Jin.
Also Feng already has a Lunar New Year outfit from couple years ago and Lunar New Year shirt.
we could maybe even add Adam to the list, cause while Jamaican he moved to Japan to work as a teacher. So yeah, after the next few cosmetics Feng can and should take a massive backseat.
edit: but yeah, again to summarize, aside from Feng we got:
Survivors: Yui, Yun-Jin, Yoichi, Jake, Jill (she's half japanese iirc), Ada. And Adam, if we count moving to japan
Killers: Spirit, Oni, Onryo, trickster.
So, there's plenty of east/south-east asian characters to give full lunar new year outfits to
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321474#Comment_3321474
Maybe games that are based on fixed team sizes and Teamplay aren't for the people that suicide or ragequit, and they should just STOP QUEUEING UP like grandpa said in his op.
I cant think of any such game that doesn't have some kind of mechanic of team refill during a match or alternative a penalty for leaver in place.
For all we know we will get that mechanic in the foreseeable future. But still, it's grandpa who's ought to stop q-ing up if they get so bend over people being people.
We all had these moments were things were just all wrong and we just noped out, cross yer heart.
This isn't to say their aren't dickweasels that dc etc to be scummy, but overall, staying in a match that just overshoots a tipping point is not a great idea, and if that happens on a regular basis as it does with dbd, that points rather to shortcomings in the game design, not a failure on the players' ends
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For everyone saying 'but she's chinese' or 'cause she's popular':
It's lunar new year. The chinese celebration version is the most popular in the west, but it's still the LUNAR new year, celebrated in China, Japan, Korea, Vietnam and Mongolia.
While we don't have survivors from Vietnam or Mongolia, we do have Yui, Yoichi (albeit he's licensed) and Jake.
Also Feng is getting at least TWO outfits at once for the event (counting the prime one). And if leaks are to be trusted she's a secondary character in the next tome, that's 3 outfits regardless if two are recolours.
I'd say Feng can go the entire year of the rabbit without any new cosmetics after this.
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@StarLost said:
- Hook grabs. These have always been silly, aren't much fun for anyone and far too often turn unhooks into a 'you rolled a 1 and now it's a 4k' frustration chain.
- Kobes. 99% of the time it's just suicide, and an easy way to bail on a match without getting a penalty. 1% of the time, it's really, really frustrating for the killer. Rework perks and addons as needed.
- Useless addons and offerings. I swear, far too much of my BP goes into stuff that is either really bad, or straight up handicapping myself.
- No Mither. Just...get rid of it and give David something that isn't essentially a 'we lose' button. I swear, this adept is a team killer.
- Knockout. This perk has almost no practical use and is only really utilized to grief solo queue players. Replace it with something better, and healthier.
- I'd go as far as to say 'if you've been loitering around the hook, you get a movement/grab debuff', discouraging camping (I mean, the emblem calculation sees camping as a bad thing already...)
- maybe change kobes into a skillcheck thing instead of a percentage. Like, similar to the overcharge skillcheck or something, just faster? and the bar would get bigger with additional luck?
- Let us SELL useless stuff (recently made a thread about this, asking what the highest amount is people have of any given item). It could be that you can only sell stacks (like 50 brown items for 120k or so, 25 yellow for X etc)
- Agreed. NM is a left over from a time in which it could play out decently, but times have changed.
- ALL of bubbas perks are pure frustration perks with nothing redeemable about them. I get the idea, and they are lore compliant, but so were those cosmetics... and they weren't a good idea either
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Okay, wait. Isn't it that only her -hit-directly-after-blink-hits- are changed? her REGULAR m1 hits are not? Meaning that, yeah, whoop-di-do, you have to play a little more tactical now? Like, no more such perks, bamf to player, knock them down and hook them. No, you got to know where to bamf to start a chase and get a regular hit in to get the benefits of those perks? Meaning that you really ought to be -good- with nurse now?
Is that what these complains are about?
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worse yet, it's not even the same maps per day. some are fine, but there's no guarantee.
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@Heytherebigguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306386#Comment_3306386
people who do that don't care bout bps or pips lmao
This is about science, mate.
We are trying to break down what playstyle the game rewards better.
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Has anyone actually ever sat down and approach this, well, scientifically?
Like, how many bloodpoints/pips you get on average when playing fair vs playing scummy (with consensual farming as reference point?)
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The design idea I think they had was that you use your guards for a two-pronged attack and corner a fleeing survivor. In practice this didn't work out because the set up time (which can't be lowered without becoming unfair), maps (a general problem that tends to break otherwise good/decent killer designs) and general unpredictability.
So, best we can do is wait for dynamic maps that would give the knight maps with less space for plain shift-w
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Judging by UK based streamers the servers are still utterly broken.
And it's not just uk servers. like... wth
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304862#Comment_3304862
What is also interesting is that they have a cap. So everyone over the cap is the same, even if some are 1000 points over the cap and other only 5. And this cap gets changed sometimes.
And for skill and scummiest. Thats everywhere the same, not only in video games. Does it take insane skill to make some football tricks? Yes. But in the end the team wins, who shoots the most goals. They dont need to be ball artists. The skill to win is more important in this case, even if its easier obtainable.
So its a problem with gamedesign, if easy methods to win are still in the game. The sbmm is not at fault.
I know. Still I'd say the mechanics to have the MMR recognize 'skill' (as in the effective use of killer abilities, the micromanagement of objectives (aka getting a 4k without tunneling, camping etc, or getting everyone out against camping etc). but it would take some massive overhaul...
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@OrangeBear said:
Basically MMR is calculated in a 1v1 format, where the killer plays 4 1v1's with each survivor.
Killing the survivor is a win for the killer, and escaping is a lose for the killer. Hatch counts as a null, as they don't consider it to be a skillful way of escape.
So if a killer kills one survivor but then the other 3 survivors escape, that's a net loss for the killer because they lost 3/4 of their 1v1's.
The amount that MMR is adjusted for each player depends on the difference of their MMR at the start of the match, so if you beat someone higher or lower than you than your MMR will adjust more or less accordingly
Recently they made a change where your survivor mmr adjusts differently depending on how many teammates escaped, so if you escape alone compared to escaping with 4 people you'll get a bigger increase, and if you die alone then your mmr will decrease less than if your entire team died. This change was added into 6.4.0 and they also made a change to where if you took an extended break your mmr will adjust quicker for the first few matches you will play.
thanks.
and, permit me the snark, so the S in SBMM stands for 'scumminess' not 'skill'? (I had hoped they had made changes that would encourage actually showing some proficiency with abilities...)
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I wrote some thoughts under the vid, so here's them again:
DbD needs an essential and elementary overhaul in terms of what we pay for.
No one is really averse against cosmetics, but as mintskull and others said and agree, as it is atm, the pricing is absolutely absurd, especially when it's only 1 single version of something.
So, here's some stuff that could be done:
Cosmetics:
- Reduce the prices of the ingamestore cosmetics, drastically (and give everyone who bought outfits before unique stuff)
- Release recolour packs in the stores (steam, ps etc). Meaning that whenever a new cosmetic (meaning new mesh) drops, one specific version is only available ingame, the rest is available in a pack. This goes for collection and rift cosmetics.
- Have there be questlines to unlock unique cosmetics.
- Once someone spends a certain amount of cells they unlock unique cosmetics (can go hand in hand with #1 in the sense that everyone who ever bought stuff for cells gets some free tokens to exchange in the unique-outfit store)
- Add customizable themes. People already use mods to change their icons and portraits' looks, so why not have this build in?
This way cosmetics would be cheaper but there's more of an incentive to buy cells.
Perks & Character:
This is the bigger issue, as the vid points out rightfully. But one decently simple-ish to solve I'd say:
- Keep the chapters and their prices as they are, but rework the SoS to feature more perks and have a better rotation. Also make the SoS cheaper or revert the mechanic back to the old version that unlocks a perk that can then be leveled up in the bloodweb.
- Character Questlines: The dailies are fine-ish, but not much of a useful thing. So instead move dailies into questlines that challenge players to learn a new character. I'll take Slinger as example: The quests could be starting out like plain shooting and reeling, to learning to do trickshots. Meaning that you'd start out in a tutorial version of Dead Dawg and get tasked to find the spots where you can land some surprising shots (e.g. through the gallows' trapdoor, across the street from the saloon balcony, through the carriage windows, etc) to landing those shots against stationary dummies, to moving bots to landing these shots in a live match (not in one match, cause that is impossible). Through these quests you'd learn the characters, and bit by bit unlock their teachables, ultimately unlocking a set of exclusive cosmetics, charms and lobby/UI themes. Aka, you'd earn massive bragging rights (and some shards and cells I'd say)
True it would take some massive ovehaul on how the game works, but I reckon it's worth it (especially because of bragging rights)
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Sometimes I wonder what exactly people expect the game to be.
All in all it feels as if they want the game to have only one killer that plays pretty much like Michael with perma-no-tr but basekit tombstone who resets gens to 0% and who's hexes can't be cleansed? All while survivors should be completely silent and neigh-invisible and fix gens in less than 20 secs with no skillchecks -while- endless looping the killer?
That's the impression all these threads, suggestions, demands, etc seem to add up to.
I maintain the opinion that it's part some people's ego, but to a great part how the game plays. Cause as it is right now the above feels to be the only thing the game rewards. Sure, there's more objectives... on paper. But...
The only 'reward' you get it BP. and they are not much an incentive, but a necessity by design. So the only thing that might 'feel' rewarding is... 'besting your opponents'...
The game needs an overhaul from the ground up.
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Why is that even an issue to you, op?
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I could be wrong, but I heard no such complains during the PTB... at least not as vocal. This isn't dismissive, but I wanna point out this issue in itself:
There's very few people that try to break the game during ptb. A lot of players don't even try out such combos. granted, the ptb is an overhyped advertisement and not much a testing ground, lbr, and doesn't much allow for such testing.
That said, who wants to bet 'Potential Energy' is gonna get nerfed to the ground before NtH is because of it's one hyper-specific extremely-situational use?
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301492#Comment_3301492
Sure.
But thing is - against a team that know what they are doing, it's not like they can't make it there from nearly anywhere on the map.
Then again against a team that knows what they're doing it doesn't really matter at bottomline. Also there's then the chance that once you leave their looper they become headless chicken.
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I know a lot of people will not like this suggestion but:
Break off the chase
You know where the gens are, break off the chase, go either for someone else or force the survivors that been looping you to leave the loop.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300701#Comment_3300701
Thats not true. Ingame-characters from Licenses can be changed whenever BHVR want. Mandy told us when there was a Demogorgon-Post asking that question.
ah alright, I didn't know that
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@Mooks said:
Well, it would be out already if it wasn’t for holiday season. So it will very likely be beginning/mid of January
thanks <3
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Two things to keep in mind:
- Changes to licensed characters likely need approval from the rightholders first.
- MyM is new, of course the webpage will focus on that for a bit. It's like the lobby and introcinematic in DbD.
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Ah, to clarify:
For a while now (Twins patch?) it doesn't display 'unblock' anymore if I have someone blocked. I know it doesn't prevent matchmaking etc, but before it at least showed you that you had someone blocked when you brought up the menu for it.
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Pixels.
There is a special kind of frustration to those moments when your brain tells you 'The Patch Is Clear', and you throw your hatchet, shoot your gun, dash forward, and to be stopped by a single pixel of some shrubbery.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297657#Comment_3297657
If *all* you’re doing is Totems, and not helping with gens or hooks, don’t expect a lot of BP. That being said a maximum of 5K Boldness points from just dulls seems low, especially spread across various survivors. (And honestly should probably be survival, with a boldness boost if it’s a hex)
Deathslingers strong chase makes up for a lack of mobility. Albeit for such a strong chase Power there really wasn’t much of a tell if you pressed aim and fire at the same time.
Keep in mind that while stealthy play is gameplay for a Survivor (Nor do I think it should be removed), it offers no gameplay for a Killer. I think it should be an option, but if we’re talking about influencing behaviors, I think giving more rewards should be curated towards gameplay that engages more players.
I am accounting for that, that's what the idea of more dynamic gameplay is about, and why this would take so long to do. The mechanics are there
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@AssortedSorting said:
Modifying BP values will not require a rework of the entire game.
Metagame rewards and Perk balance are different things.
What actions, specifically, do you feel are unrewarding?
For that action, do you feel the amount is too low? The Category incorrect or redundant? Are there actions that don't have associated BP rewards that you would like to see tracked with BP?
Let's take Totems and Deathslinger as example:
If you traverse the map doing totems, you are missing out on BP from gens, chases and unhooks, and get the feeling it was a waste of time (as well as 'team'mates scolding you for not doing anything) if there wasn't any hex in play. This does lead to people ignoring totems (for the sake of BP) but THEN complaining about Devour and Noed. The game should reward being cautious more.
Now for Deathslinger:
He is, by all means, a killer that seemed conceptualised as one that was meant to be met with caution and stealth. As in, don't cross his path, don't get into his crosshairs. Which for the character makes sense and it would have been a nice change to the match pace. Instead we got complains about his ability and how gamebreaking it is because... it cuts chases short. That's it. He's slow, he can't even down you with his ability (unless he's got iri coin and hits you from 18m away) like huntress, trickster or artist can (yes, tricksters and artist came later, but that's part of the issue). Yet he got changed to adjust him to the standard 'engage the killer in chase' gameplay, which still rewards the most points.
And this seems to be the general way of things right now:
A new killer is introduced with an interesting concept, but because it doesn't feel as if the game is rewarding anything outside of the 'chase/hook' respectively 'chase/gens/gateescape' routine everything starts to feel the same cause a lot of people play every killer the same.
This will get rambly now, but as of now the game does seem to reward playing scummy more than it rewards not being scummy. Be it in terms of BP, pips, or MMR.
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@yobuddd said:
In my experience, Shattered Hope is super strong against boons……..as in, any time I bring Shattered Hope, they NEVER bring boons!
I think that's a game mechanic. It's like with 'heal X healthstates' = we'll pair you against an afk killer.
'blind the killer' = lightborn
not having any genregression on a slow killer? welcome to the yamaoka family estate
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@BarnesFlam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296803#Comment_3296803
Capitalism doesn't care. It's money now or never.
Imagine how much they'd make without FOMO, but with a steady release schedule for rift skins and the mobile skins in the maingame
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@ByeByeQ said:
I've never run Shattered Hope aside from for some archive challenge.
It's a bad band-aid fix for a problem that shouldn't exist.
Boons should take longer to set with each setting, so moving boons or resetting snuffed boons takes a longer time investment.
- 1st boon: 14 seconds (unchanged)
- 2nd boon: 21 seconds
- 3rd boon: 28 seconds, etc.
Naw, boons are fine as they are. Cause lbr: the only time they are a 'problem' is if you don't commit to chases or slug.
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@BarnesFlam said:
Reminder that all Ugly Sweaters will be taken off the store January 4th!
which is really one of the worst ideas they could have. Like... they do know lotsa people, even if they don't celebrate xmas spend money on other stuff this month and in jan?
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@OmniSkeptic said:
Absolutely necessary on maps that have totems placed on the second floor (like Eyrie of Crows or the map with the catwalk in the factory).
again, play survivor and bring a totem... either people WON'T heal in it or heal merrily ON the totem AFTER leading the killer there...
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@TDtheDoc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295415#Comment_3295415
Sure “killer” main.
that shot went into your own foot, i play killer and survivor, which is why I have no love for that kind of behavior on either side. like, lbr, the BEST games are those were both sides (try to) play to their best potential, not those where it's all 'who can be the most obnoxious yet predictable'
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Basically it's this:
The people who complain about swfs the loudest are usually people who seem to think the sole goal of the game is making the other side as miserable as possible. SWFs don't give as much an advantage as people love to make it out to be, communication or not.
But said communication takes away one thing from those complaining:
The ability to be boring-meta weasels, regardless what the current 'killer' meta might be. Dig around the forum or reddit a little and you'll easily find those complaining about swfs have several threads defending really obnoxious builds and skill-deprived playstyles. Things they can't do anymore if people can TELL each other what's going on, and they are upset something as simple as discord takes away their magnificent iWin button.
I have genuinely lost track how often people had nice things to say when I play killer, simply cause I don't run the standard builds and playstyle. Even full 4-men swfs. So... the issue isn't so much with swfs (on coms) (unless they are out to be toxic) but with entitled players.
If you want a game where coms are an issue, look at VHS.
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@BillsHere101 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295281#Comment_3295281
change into something better. they should all be reworked.
that's still no definition of what to change them to, I'll continue to side with the fishshirt
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In the slim case you are serious:
change to -what- exactly?
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@CookieBaws said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294389#Comment_3294389
Players need more VISUAL feedback. Reading does not help.
THey have to rework all killers to make them more aproachable for new people first. I just had a person to die from Sadako because she/he had no idead what is that red circle on ui and static means.
That could/should be done with better tutorials. What we have right now as tutorials is underwhelming and with... 28? killers very unhelpful in the longrun
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yeah, the colourchoices are a mess.
Also, kinda miss the information how often a thread has been viewed.
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- Add map & perk dynamic: Meaning maps adjust to the killer and perks that are brought in: Slow killers get slightly smaller version of maps (unless they bring massive gen pressure), fast killers get bigger maps (unless they have zero pressure)
- Add direct punishment for bad behaviour, and rewards for good one: Talking camping, tunneling and slugging here, as well as griefing in general. There are mechanics in the game that can recognize this behavior, and could automatically punish it during the match and in term of BP received. Likewise good and skillful behaviour (including not abusing perks in an obnoxious manner (stbfl on slinger or MYC on knight)) can be recognized and rewarded. this also includes throwing a game to help each other out.
- Better rewards and more to do. There should be ways to earn stuff, from BP over Cells to Cosmetics outside of the rift, like harder challenges, 'quest lines' etc. just something to break the routine.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294711#Comment_3294711
Did you try restart your game?
yep.
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@Unimatrix00 said:
Still very much the 12th in Canada.
i'm aware, but my killer rank resetted already
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Best course of action:
Try to see how the other survivors react: If one's nearby, look at them. if they nod or single tbag in agreement, farm or at least take it easy.
If they get sweaty and nasty, it's stabby time.
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As some people figured:
The meta on either side is gonna change as soon as the game mechanics change drastically. Not in the sense of making it a complete different game, but in the sense that it's not focused on 'getting a 4k/open the gates asap' anymore.
Right now these things are the ONLY bits that are rewarded, regardless who you play as on killer side. So, of course you'll see not just these builds but the same bad behaviour all too often. Because the game doesn't make a difference between a 3-hook kill that came to be through fair and square playing, or through camping and tunneling.
If the game would do that, and if different playstyles depending on the killer you play/face would be rewarded accordingly, then we'd see a change in the meta, because then people would focus on 'what build is good to play this killer to their full potential'.
But before that? The meta won't change
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3156494#Comment_3156494
I mean, he killed/imprisoned a lot of people for money and for kicks, and if the state of the Saloon is any indication, he didn’t exactly care if innocent people got caught in the crossfire, he’s not the worst but he’s not exactly morally upstanding
Not really for kicks.
Money and the prospect of getting revenge on Bayshore? yeah. But... going by his lore, he was only ever vicious on people that genuinely pissed him off.
As for the state of the saloon, I don't think we can take what we see ingame as any indicator, as the way these corpses look is... not making much sense.
And the mention in his lore of getting caught in the crossfire doesn't seem to be more excessive than what you had in the real old west.
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@Sheridan_LT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293240#Comment_3293240
Yes, they are and Guards are killed when you unhook so this is a non-issue OP. The only problem is when Knight camps ALONGSIDE the Guard, then you have to take a hit.
which is all too often the case.
And that's what I was wondering most:
Usually the play goes like this: Knight sets up a guard and waits nearby (just far enough away) and rushes in if the guard finds someone.
Now, take Twins as example: This is/was a common tactic on them, just that one twin would be dormant while you control the other. But the dormant one would get the notification thing (killer instinct? was that the name) if someone is nearby. UNLESS the survivor crouches, which bears a risk still, but it doesn't sound the alarm.
Similar with Hag's traps, you can crouch through them, unhook (while holding the button) and the unhooked person can insta-crouch by already pressing the button as they get unhooked.
So I was wondering if there is a build-in way to NOT have the guards sound the alarm.
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@WesCravenFan said:
You can literally negate the whole thing by doing a two person save.
nope. you can't. because you can bet your behind, the knight is nearby as well. also... even if we assume kindred is in play (or a swf on coms)... it's not as easy.